The Mounted Warrior

Astride a Beast of War

Once, long ago, warriors fought on foot, with nothing but their own bodies and weapons to determine the outcome. Then people domesticated animals, and discovered they could ride the larger beasts, giving them both height and speed unmatched by any landbound foe. Thus mounted combat began. Now warriors on horse, panther, wolf and other beasts are a common sight, and many learned to ride almost as early as they learn to walk, reveling in the speed and ease of such travel. But riding on a beast, watching the ground flash past just below, pales against the thrill of riding an aerial mount, soaring through the air, feeling the wind tugging at your cheeks and lashing at your hair. Mounted warriors are formidable melee combatants on their own, yet they are only half complete. When they climb atop beasts and ride them onto the battlefield, mounted warriors become truly fearsome foes, mount and rider working together in deadly concert. -Blizzard Entertainment


Defining Class Feature

Rider's Bond

A mounted warrior and their chosen beast create an inseparable bond of trust, emotion, and strength. They move as one and act as one in all things through this Bond making them stronger together than either could be alone.

You and your mount have become one entity through the use of a Totem or other binding magic. You feel through the other's senses, you suffer the other's wounds, and you draw strength from the other's body.


You have a shared health pool of 15 HP. If your mount wears armor, your max HP increases by the armor amount. Any abilities your mount had prior to becoming a Mounted Warrior are added to your abilities to use on your turn. You and your mount can no longer act separately, however, your Critical Strike range is now between 17-20. Because of your bond, you take double damage from all sources, feeling the pain twice whether the attacks hit your mount or you.

Class Toolkits

Select three Toolkits from the following pages to add to your character's abilities on your character sheet. You receive your Toolkits (Rank 1) at Level 1, 2, and 3. These Toolkits upgrade to Rank 2 upon reaching Level 4.

If you wish to change your Toolkit selection, you must undergo an RP Quest in order to enact this change. Speak to an Officer or the Chieftain in order to facilitate this Quest.

Coordinated Strike [Active]

Spell Description:

Striking together with speed is the greatest advantage of the mounted warrior. Able to hit harder and faster and get out of harm's way quickly allows for a unique fighting style between the two beings bringing in combination strikes.

Spell Effect at Rank 1:

  • Charges: 1

Once per encounter strike the same target twice. Once with a specific action of the rider, and once with the specific action of the mount. The combined total of damage to the target will be applied. Your Rider's Bond Critical Strike range applies for both of these attacks, and your mount rolls out of 20 with your Attack modifiers applied.

Spell Effect at Rank 2:

  • Charges: 2

Twice per encounter strike the same target twice. Once with a specific action of the rider, and once with the specific action of the mount. The combined total of damage to the target will be applied. Your Rider's Bond Critical Strike range applies for both of these attacks, and your mount rolls out of 20 with your Attack modifiers applied. Additionally, you both have Advantage on the attack rolls.


Going for a Ride [Active]

Spell Description:

Harpoons are a staple to any mounted warrior. The propelled hook or spear is fired with deadly accuracy even while moving and can wrap around almost any target. Smaller ones can be yanked into the air or drug on the ground while larger ones can be pulled off balance. Even allies with enough training can learn to work with the mounted warrior to be dragged safely to new areas or strike from above without getting hurt.

Spell Effect at Rank 1:

  • Charges: 1

Drag a target on the ground or through the air dealing an initial 3 damage on the impact of the harpoon and an additional 2 damage for 2 turns. The target is considered Stunned for those 2 turns. You can target allies with this ability and instead pull them to safety into your saddle, allowing an ally to avoid an attack made against them completely.

Spell Effect at Rank 2:

  • Charges: 2

Drag a target on the ground or through the air dealing an initial 4 damage on the impact of the harpoon and an additional 3 damage for 2 turns. The target is considered Stunned for those 2 turns. You can target allies with this ability and instead pull them to safety into your saddle, allowing an ally to avoid an attack made against them completely.

Linebreaker [Active]

Spell Description:

Whether its smashing through a line on the back of a war kodo, or running a blockade by flying over their forces, the Mounted Warrior is one of the most capable warriors when it comes to punching a hole in a dug-in enemy line. This maneuver is tricky to pull off without causing injury to the Rider or Beast, but those that can perfect the skill are welcome allies on any battlefield.

Spell Effect at Rank 1:

  • Charges: 1
  • Duration: 2 Turns (Stun), 2 Turns (Disadvantage)

Roll a single Melee Attack against all enemies in front of your charge. Any target hit is Stunned for 2 turns and takes the damage that you rolled. If you roll 17 or higher, deal 4 damage to them as though they had been Critically Struck. Critically Struck enemies are at Disadvantage for 2 turns after the Stun whenever they try to take any action due to being dazed and confused.

Spell Effect at Rank 2:

  • Charges: 1
  • Duration: 3 Turns (Stun), 3 Turns (Disadvantage)

Roll a single Melee Attack against all enemies in front of your charge. Any target hit is Stunned for 3 turns and takes the damage that you rolled. If you roll 16 or higher, deal 4 damage to them as though they had been Critically Struck. Critically Struck enemies are at Disadvantage for 3 turns after the Stun whenever they try to take any action due to being dazed and confused.


Expert Maneuvers [Active]

Spell Description:

From their position in the saddle, whether it's high in the air or atop a mighty land-bound beast, the Mounted Warrior has an edge over regular footmen. Able to toss out a wide array of attacks while stampeding or weaving around the battlefield is the advantage some armies need to win out the day.

Spell Effect at Rank 1:

  • Charges: 1
  • Targets: 2
  • Duration: 3 Turns

Permanently, Melee Attacks against you are now at Disadvantage thanks to your Expert Maneuvering. Once per encounter, you may extend this benefit to 2 allies of your choice for 3 turns, as you assist them in combat.

Spell Effect at Rank 2:

  • Charges: 1
  • Targets: 2

Permanently, all Attacks against you are now at Disadvantage thanks to your Expert Maneuvering. Once per encounter, you may extend this benefit to 2 allies of your choice for the remainder of the encounter, as you assist them in combat. If you move away from them or act in a way that is no longer benefitting your allies, they lose this benefit (such as attacking an enemy not near them, leaving the battlefield, or assisting/distracting for another ally).

Separation Anxiety [Active]

Spell Description:

A mounted warrior, be it on the ground or in the air, is never comfortable without their companion, even for shorts amount of time. This is often an easily-exploitable weakness when it comes to taking down a Mounted Warrior-- and so they've developed strategies to ensure both Rider and Beast are capable fighters when not together. And just because a Rider and their Beast are not together, it does not mean they are ever alone.

Spell Effect at Rank 1:

  • Charges: 1
  • Duration: 3 Turns

Separate from your mount for a short time dealing 2 additional damage for 2 rounds with the exception of Critical Strikes. You cannot use other Mounted Warrior Toolkits while separated but you can use other class Toolkits and abilities. After these two rounds if you and your beast do not meet back up you will gain Separation Anxiety which causes the Critical Range for attacks made against you to become 18-20 until you both are reunited.

Spell Effect at Rank 2:

  • Charges: 1
  • Duration: 3 Turns

Separate from your mount for a short time dealing double damage for 2 rounds (Critical Strikes are included). You cannot use other Mounted Warrior Toolkits while separated but you can use other class Toolkits and abilities. After these two rounds if you and your beast do not meet back up you will gain Separation Anxiety which causes the Critical Range for attacks made against you to become 18-20 until you both are reunited.