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Outrider subclass for Rogues.
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<blockquote data-quote="Dogo" data-source="post: 8061852" data-attributes="member: 7025742"><p>A friend of mine made this homebrew for there Eberron campaign. Outriders are this new order in Eberron that works as a defense against people with aberrant marks that get out of control. For example a person that can create black ice that can’t melt by normal starts destroying a city, means they would send the Outriders.</p><p></p><p></p><p><strong><span style="font-size: 26px">Outriders</span></strong></p><p>Most Rogues practice there skills, mastery of weapons, or dabbling in wizardry while Night Riders make a bond with a spirit from another plane. Most of this Archetype have been trained to be assassins on horseback, while others serve as guards of a king. Outriders have learned magic that make arcane tricksters laugh that they only focus on what is in there mind a “glorified familiar”. There responds to these claims are “A man can practice 10,000 different kicks 1 time each, but I fear those that practice 1 kick 10,000 times.”</p><p></p><p><strong><span style="font-size: 18px">Outrider’s Mount</span></strong></p><p>By 3rd level, You have met your faithful mount. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the mounts stat block. You determine the creature's appearance. Your choice has no effect on its game statistics. When you gain an ability score Improvement from the rogue class, your mount also gets an ability score Improvement. If you come across a four legged creature that wants to bond with you, for example a pegasus, you can transform your mount into that creature. Your mount gains it’s speeds, and abilities of the creature. For example Flyby.</p><p></p><p></p><p><strong>Outrider’s Mount</strong></p><p>Large (Fey, Fiend, or Celestial)</p><p>Armor Class: 13</p><p>HP: Your Dexterity Modifier + The Mounts Constitution Modifier + 5 times your level in this class.</p><p>Speed: 60ft</p><p></p><p>STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 4 (−4) WIS 10 (+0) CHA 6 (−2)</p><p></p><p><strong>Saving Throws</strong></p><p>Dex +5, Con +4</p><p>Skills Stealth +5 Perception +4</p><p>Senses darkvision 60 ft</p><p>Languages understands what you are saying.</p><p></p><p><strong>Skilled as The Rider</strong></p><p>The following numbers increase by 1 when your proficiency bonus increases by 1: the mount’s saving throw bonuses and it’s skills increase by 2 when your proficiency bonus in increased.</p><p></p><p><strong>Undying Spirit</strong></p><p>If the Mount dies you can bring it back to life by dealing damage to yourself equal to your level. It regain hit points equal to half your level.</p><p></p><p><strong>Similar to a Familiar</strong></p><p>As a bonus action you can put your mount in a pocket dimension. While in this place the mount benefits from a long rest left there for 8 hours.</p><p></p><p></p><p><strong><span style="font-size: 18px">Lance and Shield</span></strong></p><p>Also at 3rd level you gain proficiency with the lance and shield. When you wield a Lance in one hand, it gains the finesse property. While you are riding your mount it counts as an ally of yours when determining if Sneak Attack is available. If you have disadvantage, you don’t have it available.</p><p></p><p><strong><span style="font-size: 18px">Evading Mastery</span></strong></p><p>At 9th level you and your mount have trained to maneuver with the cover of an attack. When you make an attack, your mount can’t be targeted by an attack of opportunity.</p><p></p><p><span style="font-size: 18px"><strong>Silent As The Night</strong></span></p><p>At 13th level, while you are in dim light or darkness, you gain advantage on Dexterity Stealth checks.</p><p></p><p></p><p><strong><span style="font-size: 18px">Rider of The Night</span></strong></p><p>At 17th level while on a mount you can give yourself advantage on one attack roll for that turn. You can use ability equal your an ability modifier of your choice between half your Intelligence, Wisdom or Charisma Modifier rounded up. You regain these uses after a long rest.</p></blockquote><p></p>
[QUOTE="Dogo, post: 8061852, member: 7025742"] A friend of mine made this homebrew for there Eberron campaign. Outriders are this new order in Eberron that works as a defense against people with aberrant marks that get out of control. For example a person that can create black ice that can’t melt by normal starts destroying a city, means they would send the Outriders. [B][SIZE=7]Outriders[/SIZE][/B] Most Rogues practice there skills, mastery of weapons, or dabbling in wizardry while Night Riders make a bond with a spirit from another plane. Most of this Archetype have been trained to be assassins on horseback, while others serve as guards of a king. Outriders have learned magic that make arcane tricksters laugh that they only focus on what is in there mind a “glorified familiar”. There responds to these claims are “A man can practice 10,000 different kicks 1 time each, but I fear those that practice 1 kick 10,000 times.” [B][SIZE=5]Outrider’s Mount[/SIZE][/B] By 3rd level, You have met your faithful mount. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the mounts stat block. You determine the creature's appearance. Your choice has no effect on its game statistics. When you gain an ability score Improvement from the rogue class, your mount also gets an ability score Improvement. If you come across a four legged creature that wants to bond with you, for example a pegasus, you can transform your mount into that creature. Your mount gains it’s speeds, and abilities of the creature. For example Flyby. [B]Outrider’s Mount[/B] Large (Fey, Fiend, or Celestial) Armor Class: 13 HP: Your Dexterity Modifier + The Mounts Constitution Modifier + 5 times your level in this class. Speed: 60ft STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 4 (−4) WIS 10 (+0) CHA 6 (−2) [B]Saving Throws[/B] Dex +5, Con +4 Skills Stealth +5 Perception +4 Senses darkvision 60 ft Languages understands what you are saying. [B]Skilled as The Rider[/B] The following numbers increase by 1 when your proficiency bonus increases by 1: the mount’s saving throw bonuses and it’s skills increase by 2 when your proficiency bonus in increased. [B]Undying Spirit[/B] If the Mount dies you can bring it back to life by dealing damage to yourself equal to your level. It regain hit points equal to half your level. [B]Similar to a Familiar[/B] As a bonus action you can put your mount in a pocket dimension. While in this place the mount benefits from a long rest left there for 8 hours. [B][SIZE=5]Lance and Shield[/SIZE][/B] Also at 3rd level you gain proficiency with the lance and shield. When you wield a Lance in one hand, it gains the finesse property. While you are riding your mount it counts as an ally of yours when determining if Sneak Attack is available. If you have disadvantage, you don’t have it available. [B][SIZE=5]Evading Mastery[/SIZE][/B] At 9th level you and your mount have trained to maneuver with the cover of an attack. When you make an attack, your mount can’t be targeted by an attack of opportunity. [SIZE=5][B]Silent As The Night[/B][/SIZE] At 13th level, while you are in dim light or darkness, you gain advantage on Dexterity Stealth checks. [B][SIZE=5]Rider of The Night[/SIZE][/B] At 17th level while on a mount you can give yourself advantage on one attack roll for that turn. You can use ability equal your an ability modifier of your choice between half your Intelligence, Wisdom or Charisma Modifier rounded up. You regain these uses after a long rest. [/QUOTE]
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