Griffon Scout - 3rd Party

Elves of the forested Woodlands and Mountain foothills often uphold the tradition of taming and riding griffons, living on the same windswept crags where griffons nest, thus giving themselves the ability to Command vast tracts of woodland territory. Trained by elf veterans and beast tamers, rangers of the Griffon Scout archetype learn to move swiftly and stealthily both on foot and while mounted, gathering information on their enemies and mounting devastating hit-and-run raids with precision and coordination.    Griffon Scout Magic   Starting at 3rd Level, you learn an additional spell when you reach certain levels, as shown in the Griffon Scout Spells table. These Spells count as Ranger Spells for you, but they don't count against the number of Ranger Spells you can know.  
Ranger Level Spells
3rd Feather Fall
5th Find Steed
9th Haste
13th Greater Invisibility
17th Telepathic Bond
  Mounted Scout   Also starting at 3rd Level, you have advantage on Dexterity (Stealth) checks while mounted, and your Dexterity (Stealth) checks apply to both you and your mount.   Skirmisher's Step   Beginning at 3rd Level, when you move at least 20 feet straight toward a creature and hit it with a melee weapon Attack in the same turn, that Attack deals an extra 1d8 damage of the same type dealt by the weapon to the target. If you move out of the target's reach before the end of your next turn, whether you are mounted or not, you don't provoke an opportunity Attack from the target.   Coordinated Strikes   Starting at 7th level, you can deliver punishing flurries of attacks in perfect coordination with your allies. When one of your allies hits a target within 30 feet of you with an Attack, you can use your Reaction to make one weapon Attack against that target.   Griffon Wings   At 11th level, when you cast Find Steed, you can choose for your steed to take the form of a Griffon, though it is a fey instead of a Monstrosity.   Strike and Fade   Starting at 15th level, when you move at least 20 feet during Your Turn, whether you are mounted or not, you become an evasive blur. Until the start of your next turn, a creature that attacks you has disadvantage on the first Attack roll it makes against you or your mount.

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