The Cowboy Conclave

While many adventurers thrive in the wild frontier, few overcome its dangers with the flair and bravado of the cowboy. A cowboy is an expert rider and wrangler, able to subdue even the most savage and terrifying of beasts with a lasso in one hand and a pistol in the other. His control and influence over the monsters he engages physically are rivaled only by the most skilled enchanters.

Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cowboy Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd level - Sanctuary

5th Level - Find Steed

9th Level - Fear

13th Level - Compulsion

17th Level - Dominate Person

Lariat Master

At 3rd level, the cowboy can enlarge the loop of a lasso in order to use it again as a bonus action instead of a standard action. He adds this Dexterity or Strength modifier to the DC required to escape entanglement from his lasso, and to the concentration DC to cast spells while entangled by his lasso, DC equals 10+Dex or Str mod+prof

At 6th level, and every 4 levels thereafter, the cowboy gains a +1 to attack rolls when using the Lasso.

Wild Rider

The cowboy can ride exotic or unusually-shaped creatures. He is capable of riding creatures with any number of legs, even if they walk upright. The cowboy can even ride creatures of his own size category (but not smaller size categories) without penalty, although his weight encumbers the creature normally. He is unable to ride creatures whose anatomies make normal physical contact impossible, such as most oozes and incorporeal undead. A cowboy can’t mount a humanoid with this class feature.

As an action the cowboy can jump on a non-allied creature that has no intention of serving as a mount and ride it involuntarily. He then makes an Acrobatics or Athletics opposed to the creatures Acrobatics or Athletics check, and if he is successful he is able to mount the creature, entering it’s square atop the creature. If he fails, the cowboy is knocked prone. When fighting this way, neither the cowboy nor his involuntary mount are considered grappled. The cowboy is considered mounted for rules that distinguish this condition. However, both mount and rider continue to act independently on their own initiative counts this ability by itself does not grant the cowboy any influence over the mounted creature’s actions.

While the cowboy is mounted on a hostile creature, he gains a +4 bonus to his AC against attacks made by that creature’s attacks. The creature may use an action to buck the cowboy off its back or to escape. This requires an Acrobatics or Athletics check opposed by an acrobatics or athletics check from the cowboy. This otherwise works exactly like escaping a grapple, except that if it is successful, the cowboy falls prone next to the creature’s space.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Steely Soul

At 7th level, the cowboy’s soul is finally able to connect with that of the beasts he mounts. This grants the cowboy the power to dominate and influence the creatures he rides through sheer force of will. He gains a pool of steel points that represent his ability to dominate the will of others. A monster cowboy has a number of steel points per day equal to 1/2 his monster cowboy level plus his wisdom modifier.

A cowboy recovers 1 steel point the first time he successfully mounts a new creature. He can never gain more points then he starts with at the beginning of the day (1/2 monster cowboy level + Charisma modifier) and can never recover a point for mounting the same individual creature. In order to be worthy of restoring a point, the creature must pose a challenge to the monster cowboy. This is typically a creature who is part of an encounter of an appropriate CR, but the final discretion lies with the GM.

Quick Mount

By spending 1 steel point, a monster cowboy use his wildrider ability as a bonus action. He may also spend 1 steel point to make an attack or move the creature.

Attack

Causes the creature to lash out and take an attack action against a creature the cowboy designates. This cannot cause a creature to cast a spell, use an item, or use a specific class feature that requires willful activation, and the creature making the attack may chose the fashion in which they attack their target (example: The creature may elect not to use more than one of its attacks against a friend).

Move

Causes the creature to move via a non-dangerous route the monster cowboy designates up to a maximum of the creature’s normal movement speed. If entangled by something like a lasso, this movement must not cause the creature to go beyond the range of it.