Lord of the Rings (5E)
Striders are Rangers that roam the wilds, with only their steed as a companion. They are adepts at both mounted travel and combat in the wilds, capable of surmounting odds alone that others could not.
When you choose this archetype at level 3, you gain mounted training that allows you to effectively control a mount in the chaos of battle. You gain proficiency in Animal Handling. If you are already already proficient, you gain Expertise in Animal Handling instead – doubling your proficiency bonus in that skill.
You may purchase one mount from the standard mounts list for half of its base price, this mount becomes your Steed. If your Steed dies or is otherwise lost, you must purchase a a new mount at full price to gain a new Steed.
Your Steed becomes trained to answer your commands without hesitation. While riding your Steed, you can use your action to command it to use any of its actions.
Your Steed has maximum hit points equal to its base hit points plus half of your maximum hit points.
Any mount you conjure, such as through find steed or phantom steed, also counts as your Steed.
You are capable of taming a wild mount from the standard mounts Jist, instead of purchasing one. If your Steed is wild, you must succeed on a DC 15 Animal Handling check whenever you wish to use its Steed: ability. You can spend half of the base price of the mount to buy combat training for your Steed, which removes the Animal Handling check.
MOUNTED FIGHTING STYLE
Starting at 7th level, you gain additional bonuses based on your chosen Fighting Style:
Archery. While riding your Steed, you can make an extra ranged weapon attack at disadvantage against a target within 15 feet of you when you take the Attack action on your turn.
Defense. While you are wearing armor, you gain resistance against slashing damage from non-magical weapons. While your Steed is wearing barding, it gains a+ 1 bonus to AC and resistance against slashing damage from non-magical weapons.
Dueling. While riding your Steed and wielding a melee weapon in one hand and no other weapons, you gain a+ 1 bonus to damage rolls with that weapon.
Great Weapon Fighting. While riding your Steed, your damage modifier is doubled when you make a critical hit.
Protection. While riding your Steed, when a creature that is more than 10 away from you attacks you, their attack roll has disadvantage. You must be wielding a shield.
Two-Weapon Fighting. While riding your Steed. when you land a critical hit, you can use your reaction to make another weapon attack.
At 11th level, you gain one of the following features of your choice.
Lone Wolf. When there are no allies other than your Steed within 45 feet of you, you gain a bonus 1d4 to attack rolls.
Against All Odds. When there are 3 or more enemies within 30 feet of you, you gain a +2 bonus to AC.
Perseverance. You and your Steed gain proficiency in two saving throws of your choice.
Beginning at 15th level, Once per day you can cast commune with nature as an action. You also gain advantage on Survival and Nature checks.