Notes from Bando: Day Eight of the 12 Days of Homebrew Year 2! This is… A weird one. I don’t know how else to describe it?
This subclass has a PDF!
Rangers who consider themselves sleigh riders can often be associated with merry images of laughing people on rides pulled by animals, and while there are some who only use their powers on willing creatures, there are many who choose to force their cold manipulative magic on any enemies they come across.
Sleigh Rider Features
|3rd||Sleigh Rider Magic, Chilling Reins|
Sleigh Rider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Sleigh Rider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Sleigh Rider Spells
Additionally, at 3rd level, whenever you cast a ranger spell, you can conjure forth reins made out of pure frost. When you do so, you choose a creature within 30 feet of yourself, and send your reins towards that creature, forcing it to make a Dexterity saving throw. On a failed saving throw, your reins attach to the creature for the next minute, until you use this feature again, or you are further than 60 feet away from the creature. The creature can make a Strength saving throw as an action, ending the effect early on a success.
As a bonus action, you can force the reined creature to make a Wisdom saving throw. On a failed saving throw, it must immediately use its reaction to move up to 15 feet in a direction you choose. The creature doesn’t move into obviously dangerous ground.
When you reach 11th level, the creature can move up to 30 feet, instead.
Revised Ranger: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 7th level, you can interpose a reined creature between you and an attack. When a ranged weapon attack hits you while you have a reined creature within 15 feet of yourself, you can use your reaction to force the reined creature to make a Wisdom saving throw. On a failed saving throw, the creature moves to be within 5 feet of yourself, and change the target of the attack to itself.
When you reach 11th level, the creature can be within 30 feet, instead.
At 11th level, when you force a reined creature to move and it touches another creature, you can have the reined creature stop moving, and crash into the other creature. The other creature must succeed on a Dexterity saving throw, or take 3d6 bludgeoning damage, and be knocked prone.
By 15th level, you can rein a maximum number of creatures at once equal to your Wisdom modifier (a minimum of 1), instead of only one, and using your Chilling Reins feature doesn’t end any existing reins on creatures.
When you choose to force your reined creatures to make a saving throw, you can choose any number of them to make the saving throw, and can move them in any direction of your choice.