Outriders are fast-paced rangers that are as quick as they are deadly. They focus on mobility over all other things, preferring to blast past their foes while sitting upon a speedy mount. They make good scouts and messengers, and are gifted magic from only the most expeditious of nature spirits, using their power to increase both their own speed and the speed of their mounts and allies. Outriders also often commune with these nature spirits, even summoning them to use as magical steeds themselves.
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### 3rd Level
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##### Born to Ride
Starting at 3rd level, your mastery as a rider becomes apparent. You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saving throws made to avoid falling off your [[Companions, Mounts & NPCs#Mounts|mount]]. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]].
Finally, [[Companions, Mounts & NPCs#Mounting and Dismounting|mounting or dismounting]] a creature costs you only 5 feet of [[Physical Capabilities#Movement Speed|movement speed]], rather than half your movement speed.
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##### Mounted Companion
When you summon a creature with your [[Ranger#Bestial Companion|Bestial Companion]] feature, it inherits the following traits.
- Your companions [[Movement and Position#Creature Size|size]] is large.
- You may use your companion as a [[Companions, Mounts & NPCs#Mounts|mount]].
- While mounted, your companion is not limited to the actions it can perform on its turn, and can perform any action from its stat block.
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##### Outrider Magic
You gain additional spells at the Ranger levels listed. They do not count against the number of spells you know.
| Ranger Level | Outrider Spells |
| :----------: | ---------------------------------------------------------------- |
| 3 | [[Arcane Spells#Expeditious Retreat\|expeditious retreat]] |
| 5 | [[Arcane Spells#Blur\|blur]] |
| 9 | [[Arcane Spells#Haste\|haste]] |
| 13 | [[Primal Spells#Dominate Beast\|dominate beast]] |
| 17 | [[Divine Spells#Commune\|commune]] |
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### 7th Level
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##### Ranger's Charge
Starting at 7th level, you use your mount's momentum to hone in on your target. When your mount moves at least 20 feet towards a target, you may use your action to make a special [[Making an Attack#Melee Attacks|melee attack]]. If this attack hits, you deal an additional 2d8 of your damage type.
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### 11th Level
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##### Trampling Strikes
Beginning at 11th level, you can swiftly do away with your foes with a clattering of hooves or a deft scrambling of paws. If you command your [[Ranger#Bestial Companion|Bestial Companion]] to take the [[Actions in Combat#Dash|Dash]] action, you can use this feature to steer through the spaces of a number creatures up to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] that are [[Movement and Position#Creature Size|Medium or smaller]]. When you do so, you or your mount can make a single [[Making an Attack#Melee Attacks|melee attack]] against each creature whose space was passed through during the turn.
Your mount does not need a rider to use this feature. This feature cannot be used with your [[#Ranger's Charge]] feature. Your mount cannot end it's turn in the space of another creature. Once you use this feature, you can’t do so again until you finish a [[Survival Needs#Rest|rest]].
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### 15th Level
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##### Battle Strider
At 15th level, you can push your [[Companions, Mounts & NPCs#Mounts|mount]] beyond the limits of normal stamina for a short time. For up to 1 minute starting on your turn, you may use your action each round to command your mount to take an additional turn in combat.
When this feature ends, any creature that gained the benefits of this feature suffers one level of [[Conditions#Exhaustion|Exhaustion]].