Rider

A human rider

## Resources

### Secondary Resources

Steed Hit Points: Hit points of creature plus four times the amount of your Rider features picked.

### Save DC

Rider Save DC: DC 8 + your proficiency bonus + your Strength modifier

A rider  is a hero that rides a beast of war into combat. They have powerful charges and masterful control over their mount, combining their strength and constitution in one.

Not only can they deal plenty of damage, also can they absorb a lot. Using mounts requires a special set of rules which can be read on this page.

## Features

### Steed of the Cavalier

You gain proficiency in *Martial Weapons* and *Light* and *Medium Armor*. You gain proficiency in *Animal Handling*. You gain the following abilities:

> ***Find Steed*** (1 hour) - You can spend 1 hour to find a new steed. This could be a horse, llama, warg, dolphin or maybe (if sci-fi) a hoverboard (replace all animal handling with piloting in that case) or any other mount (discuss with your DM). After 1 hour in an environment where there would be steeds available, you find a local beast which has been trained and you can form a bond with. You must then either roll a Animal Handling check or pay credits in case the steed is already owned. Upon completing this, this becomes your new Steed, and it receives the following bonuses:
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> * It gains health equal to your Steed Hit Points.
> * If the Steed drops to 0 hit points and you are still conscious, the Steed will never die and does not start making death saves rolls. But when it takes damage while already unconscious with 0 hit points, it starts making death saving throws.
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> ***Rider’s Bond*** - When mounted, you and your steed gain +2 AC until the start of your next turn if you end at least 20 ft away from your original location at the end of your turn. If you are hit by an attack, you may choose to let your mount take this attack for you instead, for this you must roll a DC 8 Animal Handling Check.
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### Born to the Saddle

Your mastery as a rider becomes apparent. You gain the following abilities:

> ***Born to the Saddle*** - You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
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> ***Summon Steed*** (3AP) - Once per sleep rest, you can whistle or mimic any beast, a sound that travels far. If your Steed is within 1 mile and if there is at least an air flow towards your Steed, it will hear your sumon and move to your current location if there a possible route. It immediately Engimatically appears within 60 ft of you. If there is no possible route for it to reach you it will attempt to get help.
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### Ferocious Charger

Your experience with riding has given insights on how to overwhelm your enemies: charging. You gain the following ability:

> ***Ferocious Charge*** (2AP) - You can run down your foes, whether you're mounted or not. When mounted, after moving 15ft in a straight line, you charge 20ft further in the same direction, moving through all creatures’ spaces the same size or smaller. When dismounted, you must move 10ft in a straight line, to charge 10ft further. All creatures whose space you cross must succeed on a  Strength saving throw to your Rider Save DC or be knocked prone and take bludgeoning damage equal to the amount of Rider features you picked. You can use this feature only once on each of your turns.
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### Golden Charge

You have realized you can inspire others to join your charges. You gain the following ability:

> ***Golden Charge*** - Once per sleep-rest, whenever you use Ferocious Charge, you can grant all allies within 30 ft the same effect on their next turn. This uses your Rider DC.
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### Trample

You are able to tramble your enemies and take cover using the immense size of your Steed You gain the following abilities:

> ***Trample*** - At the end of your turn, when mounted on your Steed, all creatures within 5ft radius must make a Wisdom Saving throw to your Rider Save DC or they become Frightened by your steed.
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> ***Steed Jumping Training*** - Your Steed gains triple jump distance.
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> ***Steed Cover*** - While mounted on your Steed, you may use your Cover reaction by using your Steed as cover.
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### Ranged Cavalry

You are able to shoot effectively on your Steed. You gain the following abilities:

> ***Ranged Cavalry*** - Whenever you make a ranged weapon attack while mounted on your Steed, you do not gain disadvantage for being on your Steed. However, in order to benefit from this effect, you must be within 30 ft from the target.
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