Spirit Rider (5e Subclass)
Spirit Rider[edit]
Fighter Subclass
Dragoons, Horseman, Scouts, all riders. Mounting up for war is a daunting task, but one that commands respect. Having a companion that acts as an extension of one's body takes practice, discipline, and an iron will that you might lose the friend that fights with you. Spirit Riders take this all to the next level by befriending a spirit that acts as their mount. Being summoned forth from the wilds, a Spirit Rider speeds through any battlefield with determination and power.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
- Rough Rider
Starting at 3rd level, you remain secure through extreme engagements. You have advantage on saving throws and ability checks made to avoid falling off your mount. In addition, mounting or dismounting a creature costs you only 5ft of movement, rather than half your speed.
- Noble Steed
Starting at 3rd level, you form a bond with a wild spirit that serves you faithfully. As a bonus action, you can summon a spectral steed that remains for a number of hours equal to half your Fighter level or until you fall unconscious or die. The spirit can also dissipate early if it is reduced to 0 Hit Points. The spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the Spectral Steed stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance; your choice has no effect on its game statistics.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
Large aberration, celestial, fey, or fiend (your choice), Armor Class 14 (natural armor)
Saving Throws Str the spirit's Strength modifier plus PB, Dex the spirit's Dexterity modifier plus PB, Con the spirit's Consitution modifier plus PB Vigilant. The spirit cannot be surprised. ACTIONSSpectral Strike. Melee Weapon Attack: the spirit's Strength modifier plus your PB to hit, reach 5ft, one target. Hit: 1d10 + the spirit's Strength modifier force damage. Teleport (3/Day). If the spirit is within 60ft, it can teleport to an unoccupied space within 5ft of you. REACTIONSSacrifice (1/Day). If you would be reduced to 0 Hit Points, but not killed outright, your spirit can disperse itself and transfer its energy to you, dropping you to 1 Hit Point instead. |
- Exotic Evolutions
At 7th level, your steed evolves to make up what you lack. You choose two Evolutions for your steed to develop. You can choose an additional Evolution at 10th, 15th, and 18th level. Certain Evolutions have a level prerequisite. This refers to your Fighter level.
Additionally, when you gain a level in this class, you can choose one of the Evolutions currently developed and replace it with another Evolution that you could learn at that level.
All Evolutions are listed at the end of this page.
- Gallant Dismount
At 7th level, you can transfer to fighting on foot with a glorious maneuver. If you move at least 10ft while mounted, you can use both your bonus and reaction to dismount and have your steed continue charging forward up to its remaining movement speed. Your steed can make an attack with its Spectral Strike against any creature of your choice in its path. You cannot mount your steed on the same turn you use this ability.
- Rallying Point
At 10th level, you act as a defensive point for your allies. While mounted, all creatures of your choice within 5ft of you have half-cover. In addition, your steed's Strength, Dexterity, and Constitution scores increase by 2.
- Undying Bond
Starting at 15th level, the bond you form with your steed becomes unbreakable. You gain the following benefits:
- You can speak with your steed telepathically if you are within a mile of each other.
- As an action, you can see through your steed's eyes and hear what it hears, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can break this effect at any time (no action required).
- When your steed uses its Teleport, you can mount without expending any movement.
- Your steed's Strength, Dexterity, and Constitution scores increase by 2.
- Otherworldly Dragoon
Starting at 18th level, you become a single unit with your steed. Your steed Strength, Dexterity, and Constitution scores increase by 2. While mounted, you and your steed both gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You cannot be moved or knocked prone against your will.
- At the start of each of your turns, you gain Temporary Hit Points equal to half your Fighter level. You must have at least 1 Hit Point to gain this benefit.
Exotic Evolutions[edit]
Some abilities require creatures to make a saving throw. When they do, they make the roll against your Evolution Save DC.
Evolution Save DC: 8 + your proficiency bonus + your Wisdom modifier
- Arachnid Essence
Your steed gains a climbing speed equal to its walking speed. It can move up, down, and across vertical surfaces and upside down along ceilings. While climbing, you can remain mounted without requiring a check.
- Elemental Attunement
When you summon your steed, choose acid, cold, fire, lightning, or thunder. You and your steed both gain resistance to the chosen damage type, and you can change the damage of your steed's Spectral Strike to the damage type.
- Knightly Presence
You have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks while mounted.
- Energy Release
Prerequisite: 10th Level, Elemental Attunement
You can command your steed to release energy in a 15ft cone. Each creature in the cone must make a Dexterity saving throw. On a failure, a creature takes 1d10 plus your Fighter level in the damage type of its current Elemental Attunement, or half as much on a success. You can use this ability once per long rest.
- For a Friend
Prerequisite: 10th Level
Your steed can use its Sacrifice 3 times per day.
- Predator's Nature
Prerequisite: 10th Level
Your steed has advantage on Dexterity (Stealth) and Wisdom (Perception) checks.
- Reasoning
Prerequisite: 15th Level
Your steed's Intelligence score becomes 10 and it gains the ability to speak.
- Speed Demon
Prerequisite: 15th Level
Your steed's walking speed increases by 20ft, and opportunity attacks against it have disadvantage. Opportunity attacks against you also have disadvantage while you are mounted don your steed.
- Elemental Explosion
Prerequisite: 15th Level, Energy Release
The cone increases to 30ft and the damage ignores resistances, treating immunities as resistances.
- Martial Bond
Prerequisite: 18th Level
You can add your Wisdom modifier to the damage of your steed's Spectral Strike.
- Spirit of the Wild
Prerequisite: 18th Level
As an a action, you can cause your steed to become more spectral for 1 minute. During this time, your steed can move through objects and creatures as if they were difficult terrain, taking 1d10 force damage if its ends its movement inside either. While mounted, you also gain this benefit and take the damage if applicable.
- Valkyrian
Prerequisite: 18th Level
Your steed gains a flying speed equal to its walking speed.
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