D&D 5e Subclass
Barbarian: Path of the Raider
The hard lessons that every child in Graevlyn learns suit them well for their future as raiders.
The Path of the Raider is a path of hard-won victories and conquest. From the backs of their steeds, Graevlyn raiders have honed their deadly skills by ransacking settlements and caravans for time immemorial.
The barbarians of the Graevlyn plains are devastating warriors, masters of ranged combat from the backs of their steeds. They strike like lightning, breaking their enemy's resistance and leaving naught but broken bodies in their wake.
Horsemanship
3rd-level Path of the Raider feature
Raiders are as comfortable on their steed's back as they are on their own two feet. Starting when you choose this path at 3rd level, you use 5 feet of movement to mount instead of half your movement. You also have advantage on Wisdom (Animal Handling) checks made with respect to mounts.
Monkey Grip
3rd-level Path of the Raider feature
At 3rd level, wielding large weapons from the back of a steed is second nature. While mounted, you may choose to wield weapons with the two-handed or versatile property with one hand as if it were wielded with two.
Thrown Mastery
6th-level Path of the Raider feature
At 6th level, your skill with thrown weapons reaches new heights. Double the range of weapons that have the thrown property.
Weapons without the heavy property gain the thrown (20/60) property when you wield them.
Rout
10th-level Path of the Raider feature
After a lifetime of herding cattle and raiding villages, raiders are adept at controlling where their enemies go. At 10th level, you gain the ability to rout the enemy. When you take the Dash action, you can move through the space of any enemy. For each enemy you move through this turn, you can make one Unarmed Strike against it, using the Shove option.
Once you use this feature, you can't use it again until you finish a short or long rest.
Retribution
14th-level Path of the Raider feature
At 14th level, you learn to keep an eye on the battlefield, ready to aid your comrades. If an ally you can see takes damage from an opponent you can see, you have advantage on attack rolls against that opponent until the end of your next turn.