Base Class: Fighter
Swift sky warriors who wield both lances and swords equally well, Falcon Knights are for the most part defined by their high speed, movement and resistance. They typically have high resistance to magic compared to other fighters, while their speed makes them particularly efficient at killing enemy units. While not possessing the raw strength of their fellow fighters, they compensate for it with their swiftness.
Pegasus Companion
At 3rd level, you gain a pegasus companion that accompanies you on your adventures and is trained to fight alongside you. Its hit point maximum equals the hit point number in its stat block. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The pegasus obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the pegasus where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
You have advantage on saving throws made to avoid falling off your pegasus. If you fall off your pegasus and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. If the pegasus takes damage from an attack made with a ranged weapon, it becomes vulnerable to the attack.
If the pegasus dies, you can obtain a new companion by spending 24 hours bonding with a pegasus that isn’t hostile to you and that meets the requirements.
Relief
Starting at 3rd level, whenever you start your turn while no creature is within 30 feet of you, you can use your Second Wind as a free action.
Lancefaire
Starting at 7th level, you hone your skills to the point where your blade is no match for even the toughest of defenses. Attacks you make with a Javelin, Spear, or any weapon with the Reach property cannot be resisted, even by magical means. Additionally, you can ignore the Special property of lances.
Rally Speed
At 10th level, you possess the ability to bless yourself and your allies with incredible attacking speed. As an action, you can call out a rallying cry. Until your next turn, you and any willing creature you choose within 15 feet of you can make an initiative check against a creature they are attacking. The target creature also makes an initiative check. If you roll a higher initiative, you gain an extra attack when you use the Attack action on your turn.
You can use this feature a number of times equal to your Constitution modifier (min of 1). You regain all expended uses when you finish a long rest.
Warding Blow
At 15th level, magical enemies have a hard time dealing with your movements. After you make an attack roll against a creature that is behind you in the initiative order, if the creature makes a spell attack against you while you are riding your pegasus, you only receive half the damage from the attack. If the spell forces you to make a saving throw, you take no damage if you succeed and only half damage if you fail. Additionally, if the spell forces you to make a saving throw against a condition, you have advantage on the saving throw.
You can use this feature a number of times equal to your Intelligence modifier (min of 1). You regain all expended uses when you finish a long rest.
Defiant Avoid
At 18th level, you become extremely hard to hit when the chips are down. When you are below one-fourth of your maximum hit points (rounded down) while you are riding your pegasus, all attack rolls made against you are made with disadvantage.
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