Hobelar - Ranger Subclass
The Hobelar is a ranger whose focus is horsemanship. Lightly armed and armored, they serve as scouts, skirmishers, or, not infrequently, simply mounted wanderers, ranging across prairies, even through bogs and forests, wherever their needs take them.
New Fighting Style:
*Horsemanship Fighting Style: While mounted, you gain at +1 to hit and +1 to damage. Most rangers who will become Hobelars will have chosen either Horsemanship, Dueling, or Archery fighting styles. This fighting style is available to Fighters, Paladins, and Rangers.
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3rd level - Mounted Combatant: A consummate horseman, the Hobelar has advantage on melee attack rolls against targets smaller than their mount. If their mount is targeted by an attack, the Hobelar can choose for the attack to target the Hobelar themselves. Mounting requires only 5’ of movement. Lastly, if the mount is subjected to an effect which allows a Dexterity saving throw to take half damage, the mount takes no damage if the saving throw succeeds, and only half if it fails. If your game uses feats, and you have already selected Mounted Combatant, you may replace that feat with this feature.
3rd level - Horse Whisperer: A Hobelar is proficient in Animal Handling, and has advantage on Animal Handling checks regarding mounts. If the Hobelar was previously proficient in Animal Handling, they may choose another ranger skill to become proficient in.
3rd level - Hobelar’s Steed: At the end of a short or long rest, a Hobelar may declare one beast they are capable of riding as their Steed. Their Steed is charmed by them, can understand the Hobelar’s speech, and the Hobelar is mounted, they may choose to have any spell that they cast upon themselves also affect their steed. The Steed adds the Hobelar’s proficiency bonus to its AC, attack rolls, and saving throws, and has bonus hit points equal to the Hobelar’s level; these bonus hit points function like temporary hit points, in that they are deducted first, but may be healed with healing magic. Once the animal ceases to be the Hobelar’s steed, they lose any bonus hit points that may remain, as well as other bonuses. A Hobelar may have only one steed at a time.
The Steed may be any Large or Medium beast with no more than a ½ CR, and without a swimming or flying speed. Note that Medium characters cannot select a Medium beast.
7th level - Enhanced Mounts: The Hobelar excels at getting the most out of any mount. At the end of a short or long rest, the Hobelar may extend the following benefits to mounts that they cared for during that rest.
-+5 to speed
-Temporary Hit Points equal to the Hobelar’s proficiency bonus.
-+1 bonus to Armor Class
-The mount is under the effect of an Animal Friendship spell
The Hobelar may grant these bonuses to a number of mounts equal to their Proficiency Bonus, plus their wisdom bonus, in addition to their own mount. The bonuses last until the next short or long rest the Hobelar takes.
7th level - Ostler: Hobelars have a talent for dealing with horses, mules, and other riding beasts (including unusual or fantasy creatures, such as trained riding dogs, elk, or pegasi). When tending them with a healer’s kit during a short rest, they may expend a use of the kit to heal 1d6+4+mount’s Hit Dice worth of HP, in addition to any HD the mount may have spent to heal themselves. They may instead dispel one level of exhaustion, but cannot use a healer’s kit to dispel exhaustion from that mount again until the mount has completed a long rest. The Hobelar may treat a number of animals during a short rest equal to their proficiency bonus, but each will require a separate use of a healer’s kit (so, treating 4 horses requires 4 uses of the kit).
11th level - Primal Steed: The Hobelar draws upon their connection with nature, greatly enhancing their steed. They infuse their steed with primal energy, granting it abilities far beyond a normal beast of its type. The steed is friendly to the Hobelar and their companions and obeys the Hobelar’s commands. The animal now bears primal markings denoting its mystical nature.
The steed uses the statistics of a Primal Steed, below, or its own statistics, whichever are better; for example, if the steed usually has a strength of 18, it will use that instead of the Primal Steed’s 14; if it usually has a 13 Constitution, it will use the Primal Beast’s Constitution of 14. Items worn by or attuned to the steed disappear when the steed reaches 0 HP, but reappear when the next steed is empowered. When the Hobelar finishes a long rest, they may continue with their current steed, make changes to the optional abilities of their steed, or designate a new Primal Steed.
In combat, the steed acts on the Hobelar’s turn. It may move and use its reaction on its own, but the only action it takes is the Dodge action, unless the Hobelar uses their bonus action to direct it to take another action. That action can be one in its stat block, or some other action the steed is capable of. The Hobelar can also sacrifice one of their attacks when making the Attack action to command the steed to take the attack action. If the Hobelar is incapacitated, the steed may take any action of its choice, not just Dodge.
15th level - Master of Horses: While mounted, the Hobelar is a fearsome combatant. They cannot be dismounted against their will, and neither they nor their mount may be knocked prone. As a bonus action, the Hobelar may cast Cure Wounds, Jump, Longstrider, Barkskin, Lesser Restoration, Water Walk, and Stoneskin on their mount, provided they know the spell. They must still expend spell slots to do so. If their mount is their steed, these spells affect the Hobelar, as well.
Primal Steed
Medium or Large beast
Armor Class: 11 + Dexterity Bonus + Proficiency bonus
Hit Points: 5 + (3+Constitution Bonus) times the ranger level; the steed has hit dice equal to the Hobelar’s ranger level.
Speed: 40’
Str 14 (+2)
Dex 14 (+2)
Con 15 (+2)
Int 8 (-1)
Wis 14 (+2)
Cha 11 (+0)
Senses Darkvision 60’, passive perception 12+PB
Languages: Understands the language spoken by its summoner
Challenge –
Proficiency Bonus: equal to summoner’s
Primal Bond: The Primal Steed adds its summoner’s proficiency bonus to any ability check or saving through the steed makes
Natural Bond: The Primal Steed is able to use the following abilities, when its Hobelar acquires them: Land’s Stride, Hide in Plain Sight, Vanish, Feral Sense, and Foe Slayer (using the Hobelar’s Favored Enemies).
Optional Features (choose 2; may choose those marked * twice)
*Agile: Add +2 to the Steed’s Dexterity.
Aquatic: The Steed has a swimming speed equal to its base speed. It can breathe underwater, and so may its Hobelar, so long as they remain mounted.
Armored: The Steed’s Armor Class increases to 13 + Dexterity Bonus + Proficiency Bonus
Charger: The Steed may make a charging attack. If they move at least 20 feet in a straight line towards the target, then hits with an attack that same turn, the target takes an additional 1d6 damage (of the type of the attack). If the target is a creature, it must succeed on a Strength saving throw against the Hobelar’s spell save DC or be knocked prone.
*Fast: The Steed gains a +10 to their speed
Flyer: The Steed has a flying speed equal to its base speed.
Quick: The Steed may Disengage or Dash as a bonus action
*Strong: Add +2 to the Steed’s Strength.
*Tough: Add +2 to the Steed’s Constitution.
*Vicious: The Steed does an additional die of damage with its attacks.
Optional Actions (choose 1)
*Hooves. Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
*Claws: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus slashing damage.
*Bite: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning, piercing, and slashing damage.
*Tail Slap: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
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3rd level - Mounted Combatant: A consummate horseman, the Hobelar has advantage on melee attack rolls against targets smaller than their mount. If their mount is targeted by an attack, the Hobelar can choose for the attack to target the Hobelar themselves. Mounting requires only 5’ of movement. Lastly, if the mount is subjected to an effect which allows a Dexterity saving throw to take half damage, the mount takes no damage if the saving throw succeeds, and only half if it fails. If your game uses feats, and you have already selected Mounted Combatant, you may replace that feat with this feature.
3rd level - Horse Whisperer: A Hobelar is proficient in Animal Handling, and has advantage on Animal Handling checks regarding mounts. If the Hobelar was previously proficient in Animal Handling, they may choose another ranger skill to become proficient in.
3rd level - Hobelar’s Steed: At the end of a short or long rest, a Hobelar may declare one beast they are capable of riding as their Steed. Their Steed is charmed by them, can understand the Hobelar’s speech, and the Hobelar is mounted, they may choose to have any spell that they cast upon themselves also affect their steed. The Steed adds the Hobelar’s proficiency bonus to its AC, attack rolls, and saving throws, and has bonus hit points equal to the Hobelar’s level; these bonus hit points function like temporary hit points, in that they are deducted first, but may be healed with healing magic. Once the animal ceases to be the Hobelar’s steed, they lose any bonus hit points that may remain, as well as other bonuses. A Hobelar may have only one steed at a time.
The Steed may be any Large or Medium beast with no more than a ½ CR, and without a swimming or flying speed. Note that Medium characters cannot select a Medium beast.
7th level - Enhanced Mounts: The Hobelar excels at getting the most out of any mount. At the end of a short or long rest, the Hobelar may extend the following benefits to mounts that they cared for during that rest.
-+5 to speed
-Temporary Hit Points equal to the Hobelar’s proficiency bonus.
-+1 bonus to Armor Class
-The mount is under the effect of an Animal Friendship spell
The Hobelar may grant these bonuses to a number of mounts equal to their Proficiency Bonus, plus their wisdom bonus, in addition to their own mount. The bonuses last until the next short or long rest the Hobelar takes.
7th level - Ostler: Hobelars have a talent for dealing with horses, mules, and other riding beasts (including unusual or fantasy creatures, such as trained riding dogs, elk, or pegasi). When tending them with a healer’s kit during a short rest, they may expend a use of the kit to heal 1d6+4+mount’s Hit Dice worth of HP, in addition to any HD the mount may have spent to heal themselves. They may instead dispel one level of exhaustion, but cannot use a healer’s kit to dispel exhaustion from that mount again until the mount has completed a long rest. The Hobelar may treat a number of animals during a short rest equal to their proficiency bonus, but each will require a separate use of a healer’s kit (so, treating 4 horses requires 4 uses of the kit).
11th level - Primal Steed: The Hobelar draws upon their connection with nature, greatly enhancing their steed. They infuse their steed with primal energy, granting it abilities far beyond a normal beast of its type. The steed is friendly to the Hobelar and their companions and obeys the Hobelar’s commands. The animal now bears primal markings denoting its mystical nature.
The steed uses the statistics of a Primal Steed, below, or its own statistics, whichever are better; for example, if the steed usually has a strength of 18, it will use that instead of the Primal Steed’s 14; if it usually has a 13 Constitution, it will use the Primal Beast’s Constitution of 14. Items worn by or attuned to the steed disappear when the steed reaches 0 HP, but reappear when the next steed is empowered. When the Hobelar finishes a long rest, they may continue with their current steed, make changes to the optional abilities of their steed, or designate a new Primal Steed.
In combat, the steed acts on the Hobelar’s turn. It may move and use its reaction on its own, but the only action it takes is the Dodge action, unless the Hobelar uses their bonus action to direct it to take another action. That action can be one in its stat block, or some other action the steed is capable of. The Hobelar can also sacrifice one of their attacks when making the Attack action to command the steed to take the attack action. If the Hobelar is incapacitated, the steed may take any action of its choice, not just Dodge.
15th level - Master of Horses: While mounted, the Hobelar is a fearsome combatant. They cannot be dismounted against their will, and neither they nor their mount may be knocked prone. As a bonus action, the Hobelar may cast Cure Wounds, Jump, Longstrider, Barkskin, Lesser Restoration, Water Walk, and Stoneskin on their mount, provided they know the spell. They must still expend spell slots to do so. If their mount is their steed, these spells affect the Hobelar, as well.
Primal Steed
Medium or Large beast
Armor Class: 11 + Dexterity Bonus + Proficiency bonus
Hit Points: 5 + (3+Constitution Bonus) times the ranger level; the steed has hit dice equal to the Hobelar’s ranger level.
Speed: 40’
Str 14 (+2)
Dex 14 (+2)
Con 15 (+2)
Int 8 (-1)
Wis 14 (+2)
Cha 11 (+0)
Senses Darkvision 60’, passive perception 12+PB
Languages: Understands the language spoken by its summoner
Challenge –
Proficiency Bonus: equal to summoner’s
Primal Bond: The Primal Steed adds its summoner’s proficiency bonus to any ability check or saving through the steed makes
Natural Bond: The Primal Steed is able to use the following abilities, when its Hobelar acquires them: Land’s Stride, Hide in Plain Sight, Vanish, Feral Sense, and Foe Slayer (using the Hobelar’s Favored Enemies).
Optional Features (choose 2; may choose those marked * twice)
*Agile: Add +2 to the Steed’s Dexterity.
Aquatic: The Steed has a swimming speed equal to its base speed. It can breathe underwater, and so may its Hobelar, so long as they remain mounted.
Armored: The Steed’s Armor Class increases to 13 + Dexterity Bonus + Proficiency Bonus
Charger: The Steed may make a charging attack. If they move at least 20 feet in a straight line towards the target, then hits with an attack that same turn, the target takes an additional 1d6 damage (of the type of the attack). If the target is a creature, it must succeed on a Strength saving throw against the Hobelar’s spell save DC or be knocked prone.
*Fast: The Steed gains a +10 to their speed
Flyer: The Steed has a flying speed equal to its base speed.
Quick: The Steed may Disengage or Dash as a bonus action
*Strong: Add +2 to the Steed’s Strength.
*Tough: Add +2 to the Steed’s Constitution.
*Vicious: The Steed does an additional die of damage with its attacks.
Optional Actions (choose 1)
*Hooves. Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
*Claws: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus slashing damage.
*Bite: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning, piercing, and slashing damage.
*Tail Slap: Melee Weapon attack: the Hobelar’s spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + Strength Bonus + proficiency bonus bludgeoning damage.
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