Ranger Subclass: Falconry Conclave

You have found hunting works better with a second set of eyes, including a pair in the skies to watch your back. You have become more nimble and keen as a result, and carry an air of gravitas around you from your having such a fearsome creature at your side.

 

D6

Origin

1

You’re a noble who used to participate in falconry as a sport, until you realised how much more you could do with it.

2

You rescued a roc egg from predators and formed a bond with the parent bird, allowing you a closer connection to birds.

3

You were raised in a secluded society that worked closely with animals to help with their hunts.

4

You were blessed under the constellation of falconer and their bird, your companion is a stary spirit of that same creature.

5

You used to used your companion as a messenger to send letters to nearby villages, since you were forced from your home, the pair of you provide the world a different message.

6

After the first night after being born, your parents found a small baby bird tucked away with you. For some reason it hasn’t been taken by old age, and instead has become a loyal friend.

 

Falconer.

Starting at 3rd level you form a connection with a bird of prey and gain its assistance in scouting and battle. Taking an hour of time and expending a spell slot of 1st level or higher helps form this magical bond and understanding, either with an existing bird or one conjured with magic, your choice.

 

The falcon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Falcon Companion stat block, which uses your proficiency bonus (PB) in several places.

 

In combat, the falcon shares your initiative count, and takes its turn alongside yours; for example you can take your bonus action and then the falcon can take its action. The companion can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take your bonus action to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the falcon can take any action of its choice, not just Dodge.

 

If this falcon is reduced to 0 hit points, you must spend an hour and expend a spell slot of 1st level or higher to regain your companion. You may decide whether this comes in the form of resurrection, resummoning, or simply forming a new bond.

 

FALCON COMPANION

Tiny beast, unaligned

Armour Class 13 + Your Proficiency Bonus

Hit Points 2 + two times your ranger level (the falcon has a number of hit die (the falcon has a number of Hit Dice [d4s] equal to your ranger level)

Speed 50 ft.

STR         DEX          CON          INT         WIS           CHA

5 (-3)     16 (+3)       10 (+0)       2 (-4)      14 (+2)        6 (-2)

Saving Throws Dex +3 plus PB, Wis +2 plus PB

Senses passive Perception 11

Languages Common

Challenge   

Proficiency Bonus (PB) equals your bonus

Flyby. The falcon doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The falcon has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1 slashing damage.

On a hit the target must make an Intelligence saving throw against your spell save DC or lose their reaction until the start of their next turn.

Reactions

Uncanny Flight. When this falcon takes damage it can use its reaction to halve the attack’s damage against it.

 

Noble Hunter.

Your new companion gives a weight to your presence, and an extra pair of eyes in the sky. At 3rd level, while your falcon companion is within10 feet of you, you may add your Wisdom modifier to any Charisma (Persuasion or Intimidation) checks that you make.

While your falconry companion is more than 10 feet away from you, you gain advantage on Wisdom (Perception) checks that rely on sight.

 

Distracting Dive.

Starting at 7th level, when you use your bonus action to command your falcon to make a talon attack,  every creature it passes through on its way to do so must make Intelligence saving throw against your spell save DC or lose their reaction until the start of their next turn.

 

Ariel Eyes.

At 11th level you gain the spell Hunters Mark, this does not count towards your spells known. You also gain the following benefits to this spell when you have your falcon.

  • The spell Hunters Mark does not take your concentration.
  • You can target a creature with Hunters Mark that you can’t see, provided your companion can see them instead.

 

Flight Foot.

Starting at 11th level, when you dash as your action you are able to make one attack as part of that action.

 

Swift and Stalwart.

Reaching 15th level the bond between you is second to none. You and your companion gain the following benefits:  

  • Directing your companion no longer takes a bonus action.
  •  When your companion is reduced to 0 hit points while within 60 feet of you, you can expend a spell slot of 1st level or higher as a reaction to reduce it to 1 hit point instead.
  • While you and your companion are within 60 feet of one another and are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

 

 

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