TEXT: by Óskar Örn Eggertsson
  template by nathanaël roux
  PATH OF THE
  WILD RIDER
  Primal Path for Barbarians
  
  2
  Path of the Wild RideR | PRimal Path
  Credits
  Author
  Óskar Örn Eggertsson 
  aka Emerald Samurai
  Art Credits
  Main Art
  Delcarmat 
  via Shutterstock
  Splatter Elements
  Ihnatovich Maryia 
  via Shutterstock
  Layout Template
  Nathanaël Roux 
  via Barkalot Designs
  Special Thanks
  Andreas 
  for giving me the idea to include variant animals
  Evan 
  for unwittingly inspiring the creation of this primal path
  All you wonderful people of Twitter!
  UsefUl GUide
  This subclass sometimes refers to several stat blocks in 
  either the Monster Manual or Volo's Guide to Monsters. For 
  easier reference, these creatures have been color coded:
  • Creatures written in red can be found in the 
  Monster Manual.
  • Creatures written in blue can be found in Volo's Guide 
  to Monsters.
  • Creatures written in black are found with this subclass.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 
  all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other 
  countries.
  This work contains material that is copyright Wizards of the Coast 
  and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018-2019 by 
  Óskar Örn Eggertsson and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  
  3
  Path of the Wild RideR | PRimal Path
  Path of the Wild Rider 
  Wild Riders are barbarians who have formed strong bonds 
  with their mounts, so that when they rage they channel that 
  rage into the animal. But the bond is more than just about 
  fiery passion for destruction. It is about trust and loyalty, as 
  much for the mount as for the barbarian. You cannot fight 
  along side someone you cannot trust.
  Charging into Battle
  Barbarians who follow the Path of the Wild Rider are most 
  commonly charging straight into battle with their weapon 
  high in the air. Anyone who finds themselves in the Wild 
  Rider's path will often be forced onto the ground.
  Those who go charging into battle on their trustworthy 
  mount are truly a sight to behold. They have been known to 
  bring down giants with a mighty swing.
  Talenta Plains
  In Eberron, the Halflings of Talenta Plains are the best 
  known examples of barbarians who follow this primal 
  path. They ride into battle on their dinosaurs, striking 
  fear and terror into the best-trained military forces of the 
  "civilized" lands.
  Features
  When you choose the Path of the Wild Rider at 3rd level, 
  you gain access to the following features, as listed in the 
  Wild Rider Features table.
  Bonus Proficiencies
  When you choose this path at the 3rd level, you gain 
  proficiency in the Animal Handling Skill and with 
  land vehicles.
  Beast Rider
  When you choose the Path of the Wild Rider, you can 
  choose a beast that is big enough for you to ride and is not 
  hostile towards you. This creature becomes your mount and 
  will not accept anyone else as its rider. Your mount is loyal to 
  you but will leave you if mistreated. Your mount cannot have 
  a higher CR than 1.
  While you are riding your mount, you gain the 
  following benefits:
  • Mounting and dismounting your loyal mount only 
  requires a bonus action for you.
  • If you or your mount become a target of an attack, you 
  can use your reaction to make the other become the new 
  target. You can only do this before the attack roll is made.
  • You can use your action to have your mount attack. If 
  you can make more than one attack as part of your attack 
  action, you can use one of them to have your mount attack 
  instead.
  • You have advantage on all Wisdom (Animal Handling) 
  checks directed at your mount.
  When you have finished a long rest, you can choose 
  another beast to become your new mount or keep the 
  connection to your previous one.
  Raging Beast
  If you are raging while riding your mount, and it is not 
  wearing heavy barding or another sort of heavy armor, it 
  receives a number of benefits:
  • It becomes resistant to bludgeoning, piercing, and slashing 
  damage.
  • It gains a number of temporary hit points equal to your 
  levels in this class at the start of each of your turns while 
  you are raging. This benefit remains until your rage ends.
  • It has advantage on saving throws to resist fear.
  Knockdown Charge
  When you move at least 10 feet in a straight line and 
  successfully attack another creature, you may add 2d6 to 
  the damage roll. This additional damage increases to 3d6 at 
  12th level and 4d6 at 18th level. If the target of the attack is 
  no more than one size category bigger than you, they must 
  succeed on a Strength saving throw against a DC equal to 8 
  + your Strength modifier + your proficiency bonus or 
  fall prone. 
  If you are riding your mount when you use this feature, 
  compare the target’s size to your mount instead. You can use 
  this feature only once on your turn.
  Greater Beast Rider
  While traveling at a forced march, you can travel for as many 
  hours as 8 + your Constitution modifier before you need 
  to make a Constitution saving throw to resist exhaustion. 
  Your loyal mount can gallop for as many hours as your 
  Constitution modifier before getting tired. See Chapter 8 of 
  the Player’s Handbook for more on Travel Pace.
  You can now also bond with a beast of CR 2 or lower. If 
  you are forced off your mount, you can use your reaction 
  to land on your feet and not prone. Finally, while you are 
  raging and riding your mount, it’s speed increases by 10.
  Charging Fury
  If you move in a straight line, you can make one attack 
  against a creature within your reach every 10 feet, starting 
  after the first 10 feet of your movement. To gain this 
  benefit, neither you nor your mount can use the Dash or 
  Disengage actions.
  Wild RideR featURes
  Barbarian 
  Levels
  Features
  3rd
  Bonus Proficiencies, Beast Rider, Raging Beast
  6th
  Knockdown Charge
  10th
  Greater Beast Rider
  14th
  Charging Fury
  
  4
  Path of the Wild RideR | PRimal Path
  Riding Animals
  The following list details some riding variations of animals 
  found in the Monster Manual and Volo’s Guide to Monsters. 
  These variations are based on the stat blocks presented 
  for Draft Horses and Riding Horses, and are meant to 
  represent beasts that have been specially bred and trained for 
  speed rather than strength.
  Technically speaking, the Path of the Wild Rider does 
  not require you to bond with a riding animal. The only 
  requirements are that it is a beast that is not hostile towards 
  you and that is of a specified challenge rating or less. The 
  riding animals that are listed below can be used by any 
  character, as they are specifically trained for riding.
  The method for creating riding animals here is to lower 
  their Strength by 2, increase their speed by 10, and giving 
  them one less hit die.
  Riding Boar
  Medium beast, unaligned
  —
  Armor Class 11 (natural armor)
  Hit Points 6 (1d8 + 1)
  Speed 60 ft.
  —
  —
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (50 XP)
  —
  Charge. If the riding boar moves at least 20 feet straight 
  toward a target and then hits it with a tusk attack on the 
  same turn, the target takes an extra 3 (1d6) slashing damage. 
  If the target is a creature, it must succeed on a DC 11 
  Strength saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the riding 
  boar takes 7 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  actions
  Tusk. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  11 (+0)
  12 (+1)
  2 (-4)
  9 (-1)
  5 (-3)
  Riding Cow
  Large beast, unaligned
  —
  Armor Class 10
  Hit Points 8 (1d10 + 2)
  Speed 50 ft.
  —
  —
  Senses passive Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  —
  Charge. If the riding cow moves at least 20 feet straight 
  toward a target and then hits it with a gore attack on the 
  same turn, the target takes an extra 7 (2d6) piercing damage.
  actions
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  2 (-4)
  10 (+0)
  4 (-3)
  Riding Dire Wolf
  Large beast, unaligned
  —
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 70 ft.
  —
  —
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  —
  Keen Hearing and Smell. The riding dire wolf has advantage 
  on Wisdom (Perception) checks that rely on hearing 
  and smell.
  Pack Tactics. The riding dire wolf has advantage on an 
  attack roll against a creature if at least one of the riding 
  dire wolf's allies is within 5 feet of the creature and the ally 
  isn't incapacitated.
  actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  15 (+2)
  3 (-4)
  12 (+1)
  7 (-2)
  Riding Giant Goat
  Large beast, unaligned
  —
  Armor Class 11 (natural armor)
  Hit Points 13 (2d10 + 2)
  Speed 60 ft.
  —
  —
  Senses passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  —
  Charge. If the riding giant goat moves at least 20 feet 
  straight toward a target and then hits it with a ram attack on 
  the same turn, the target takes an extra 5 (2d4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  13 Strength saving throw or be knocked prone.
  Sure Footed. The riding giant goat has advantage on Strength 
  or Dexterity saving throws made against effects that would 
  knock it prone.
  actions
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  11 (+0)
  12 (+1)
  3 (-4)
  12 (+1)
  6 (-2)
  
  5
  Path of the Wild RideR | PRimal Path
  Riding Boar
  Riding boars are a variation of regular boars favored 
  among Halflings and Gnomes who live in forested areas.
  Riding Cattle
  Riding cattle are a rare variation of cattle but some 
  barbaric tribes that rear cattle will use them for riding 
  instead of horses.
  Riding Dire Wolf
  Riding dire wolves are the most common riding animals 
  aside from horses. Anyone searching for an exotic riding 
  animal will most likely find a dire wolf with a saddle.
  Riding Giant Goat
  Riding giant goats are a common variation of giant goats 
  used by some cultures of Dwarfs.
  War Animals
  Like with the above riding animals, some beasts have 
  been specially bred and trained for battle. These beasts are 
  stronger and tougher, and often reserved for military use. 
  In some cases, such as with the Alpha Worg, only the 
  warlord is allowed to ride this exceptional specimen.
  The creatures that have been listed below are all variations 
  of the original beasts presented in the Monster Manual 
  and Volo’s Guide to Monsters. They have been created by 
  comparing the Draft Horse and Warhorse.
  The war animals here all have their original Dexterity 
  increased by 2, Constitution increased by 1, and Wisdom 
  increased by 1. Where appropriate, they were also given 
  another feature or proficiency.
  War Deinonychus
  Medium beast, unaligned
  —
  Armor Class 14 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
  —
  —
  Skills Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  —
  Pounce. If the war deinonychus moves at least 20 feet 
  straight toward a creature and then hits it with a claw attack 
  on the same turn, that target must succeed on a DC 13 
  Strength saving throw or be knocked prone. If the target 
  is prone, the war deinonychus can make one bite attack 
  against it as a bonus action.
  actions
  Multiattack. The war deinonychus makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  15 (+2)
  4 (-3)
  13 (+1)
  6 (-2)
  Alpha Worg
  Large monstosity, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 38 (5d10 + 10)
  Speed 50 ft.
  —
  —
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Goblin, Worg
  Challenge 1 (200 XP)
  —
  Keen Hearing and Smell. The alpha worg has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  14 (+2)
  7 (-2)
  12 (+1)
  8 (-1)
  War Polar Bear
  Large beast, unaligned
  —
  Armor Class 13 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft., swim 30 ft.
  —
  —
  Skills Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  —
  Keen Smell. The war polar bear has advantage on Wisdom 
  (Perception) checks that rely on smell.
  actions
  Multiattack. The war polar bear makes two attacks: one with 
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  17 (+3)
  2 (-4)
  13 (+1)
  7 (-2)
  
  6
  Path of the Wild RideR | PRimal Path
  Alpha Worg
  Alpha worg is a favored mount for Goblin and Hobgoblin 
  warlords to ride into battle. They are tougher than lesser 
  worgs and often fitted with weapons that allow them to 
  make a claw attack that deals 2d8 + their Strength slashing 
  damage. There is only ever one alpha worg in a pack and 
  they defend their status viciously.
  War Deinonychus
  Favored among Halflings who breed dinosaurs for riding 
  into battle, the war deinonychus is a variation of 
  deinonychus that is specifically ridden by barbarians of the 
  Talenta Plains in Khorvaire.
  War Polar Bear
  Barbaric tribes in the frozen lands sometimes train war 
  polar bears for raids. On occasion, more militaristic cultures 
  of the frozen lands will train polar bears for actual war and 
  fit them with leather and metal barding.
  War Tiger
  War tigers are an extremely rare variation of tigers, only 
  ever trained for champions or warlords.
  War Tiger
  Large beast, unaligned
  —
  Armor Class 13
  Hit Points 37 (5d10 + 10)
  Speed 40 ft.
  —
  —
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  —
  Keen Smell. The war tiger has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pounce. If the war tiger moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a DC 13 Strength 
  saving throw or be knocked prone. If the target is prone, 
  the war tiger can make one bite attack against it as a 
  bonus action.
  actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  15 (+2)
  3 (-4)
  13 (+1)
  8 (-1)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Emerald Samurai - Path of the Wild Rider Primal Path for Barbarians.pdf