Olrox17
Hero
Greetings!
I've always found strange that among the many subclasses available to barbarians, none was dedicated to emulate the prowess of our world's historical steppe riders, such as the mongols. Today, I decided to take a stab at the concept.
Let me know what you think.
Path of the Marauder
Rider and Handler
When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill. Your proficiency bonus is doubled for any ability check you make that uses Animal Handling.
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.
Marauding Archer
At 3rd level, you learn how to integrate archery into your ferocious battle style. When you attack with a shortbow or longbow, you can use your Strength modifier, instead of Dexterity, for damage rolls, and if you do so, they are considered strength melee weapons for the purpose of your Rage, Reckless Attack, and Brutal Critical class features.
[designer note: I'm unsure if I should allow the marauder to use its Strength mod on bow attack rolls as well. It would work mechanically, but using Strength to aim a bow irks me conceptually, so I decided to give the marauder free archery style to compensate for its likely lower dex score]
Archery Fighting Style
Starting at 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons.
Retreat and Ambush
Starting at 6th level, you know how to move quickly over the battlefield and lure enemies into traps. You can use the Disengage action as a bonus action on your turn.
If you move at least 30 feet after you or your mount used the Disengage action, other creatures provoke an opportunity attack from you if they enter your reach before the end of your next turn.
Running Attack
Starting at 10th level, you can use your momentum to inflict greater injuries to your enemies, whether you’re mounted or not. Once per turn, if you move at least 30 feet towards a creature and then hit it with an attack, the target takes extra damage equal to half your barbarian level.
Legendary Mount
At 14th level, you somehow gain the service of an extraordinary mount (work with your DM to find out how). The mount is usually a warhorse, a giant goat, a pony, a camel, an elk, or a mastiff (Your DM might allow other animals). The mount has the statistics of the chosen form, but if it has an Intelligence of 5 or less, its Intelligence becomes 6, and if its hit points total, hit dice, and Constitution score are lower than yours, it uses yours instead.
While riding on your legendary mount, both you and the mount are immune to the frightened condition, and any healing effect that targets only you also targets your mount.
I've always found strange that among the many subclasses available to barbarians, none was dedicated to emulate the prowess of our world's historical steppe riders, such as the mongols. Today, I decided to take a stab at the concept.
Let me know what you think.
Path of the Marauder
Rider and Handler
When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill. Your proficiency bonus is doubled for any ability check you make that uses Animal Handling.
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.
Marauding Archer
At 3rd level, you learn how to integrate archery into your ferocious battle style. When you attack with a shortbow or longbow, you can use your Strength modifier, instead of Dexterity, for damage rolls, and if you do so, they are considered strength melee weapons for the purpose of your Rage, Reckless Attack, and Brutal Critical class features.
[designer note: I'm unsure if I should allow the marauder to use its Strength mod on bow attack rolls as well. It would work mechanically, but using Strength to aim a bow irks me conceptually, so I decided to give the marauder free archery style to compensate for its likely lower dex score]
Archery Fighting Style
Starting at 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons.
Retreat and Ambush
Starting at 6th level, you know how to move quickly over the battlefield and lure enemies into traps. You can use the Disengage action as a bonus action on your turn.
If you move at least 30 feet after you or your mount used the Disengage action, other creatures provoke an opportunity attack from you if they enter your reach before the end of your next turn.
Running Attack
Starting at 10th level, you can use your momentum to inflict greater injuries to your enemies, whether you’re mounted or not. Once per turn, if you move at least 30 feet towards a creature and then hit it with an attack, the target takes extra damage equal to half your barbarian level.
Legendary Mount
At 14th level, you somehow gain the service of an extraordinary mount (work with your DM to find out how). The mount is usually a warhorse, a giant goat, a pony, a camel, an elk, or a mastiff (Your DM might allow other animals). The mount has the statistics of the chosen form, but if it has an Intelligence of 5 or less, its Intelligence becomes 6, and if its hit points total, hit dice, and Constitution score are lower than yours, it uses yours instead.
While riding on your legendary mount, both you and the mount are immune to the frightened condition, and any healing effect that targets only you also targets your mount.
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