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Horizon Shot

Horizon Shot

( points)

No matter how far away a foe is, if you can see them they’re still in danger.

Hear the Wind

Hear the Wind

( points)

You can literally hear the sound of incoming missiles and react to them easily.

Until the end of your next turn, you gain blindsight to a range of 20 feet. When you are hit by a ranged attack, you make a Perception check against a DC equal to the attack roll. 

On a success the attack misses you, and on a critical success you redirect it back at the attacker.

 

Mundane Missile Stance

Mundane Missile Stance

( points)

By focusing on balance and heft you can throw whatever you have in hand with deadly accuracy.

While you are wielding a weapon that does not have the heavy or special property, it gains the thrown property.

 

Wheeling Charge

Wheeling Charge

( points)

You repeatedly charge your mount at your opponent, attacking again and again.

Reassuring Pat

Reassuring Pat

( points)

Your mount takes comfort from your presence and gains its second wind.

When your mount is hit by an attack, you can use your reaction to pat it reassuringly. Your mount regains hit points equal to your level. 

Heartseeker

Heartseeker

( points)

You aim carefully at your opponent’s most vulnerable spot.

Steely Steed Stance

Steely Steed Stance

( points)

You focus on a deep and unspoken connection with your mount, lending it strength and working together as one.

Spirited Whistle

Spirited Whistle

( points)

You summon your mount to your side.

When you have become separated from your mount but can see it, you can use an action to whistle. As long as your mount is able to hear you, it uses its reaction to move until it is adjacent to you. 

Prodigious Leap

Prodigious Leap

( points)

Your mount makes an incredible leap, soaring through the air.

When your mount makes an Athletics check to jump, you can use your reaction to grant it a fly speed equal to half its Speed until the end of your turn. Your mount can only fly in a straight line.

Dive For Cover

Dive For Cover

( points)

Under fire, you dive for cover.

When you are targeted by a ranged attack, after it hits or misses you, you can use your reaction to move up to your Speed. 

If your movement ends adjacent to either a solid barrier as big as you are or a creature the same size as you or larger, until the beginning of your next turn you have three-quarters cover against ranged attacks (+5 bonus to AC and saving throws) as long as you remain adjacent to the barrier or creature.