Ranger
Base Class: Ranger

Order of Eagle Knight rangers are members of a specialized warrior group in the Quetzal Race. Eagle Knights go into battle with their Couatl Companions and as you grow in strength you companion does also. Eagle Knights have a special bond with their Couatl Companion. After a Couatl has completed their divine mandate they can then choose to create a bond with a person, doing so make that person a member of the Order of Eagle Knights.

Twin Flame

3rd-Level Order of Eagle Knight Feature

The bond you share with your couatl creates a connection to celestials, granting you understanding and empowering your essence. You gain the following benefits:

Sacred Flame. You learn the sacred flame cantrip, which is a ranger spell for you.

Couatl Bond. You learn to speak, read, and write Celestial or one other language of your choice. You also gain proficiency in animal handling.

Tactical Swap. As a Bonus Action, you and your couatl can swap positions as long as your 120ft from each other. You can do this a number of times equal to your proficiency bonus per long rest.

Couatl Companion

3rd-Level Order of Eagle Knight Feature

As an action, you can magically summon the couatl that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

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

Roll initiative for the couatl, which has its own turns. You can issue a verbal or telepathic commands to it (requiring no action on your part), telling it what it must do on its next turn. That action can be one in its stat block or some other action. If you issue no command, it prioritizes spending its turn protecting or healing you or it will attack any enemy creature within reach. Couatl melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Whenever you summon the couatl, choose a damage type listed in its Multiscale Essence trait. You can determine the cosmetic characteristics of the couatl, such as its color, its scale texture, or any visible effect of its Multiscale Essence; your choice has no effect on its game statistics.

The couatl remains until it is reduced to 0 hit points, until you use this feature to summon the couatl again, or until you die. Anything the couatl was wearing or carrying is left behind when the couatl vanishes.

Once you summon the couatl, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

COUATL COMPANION

Armor Class 14 + PB (natural armor)

Initiative +3

Hit Points 15 + five times your ranger level (the couatl has a number of Hit Dice [d10s] equal to your ranger level)

Speed walking 40ft, fly 40ft.

STR
16 (+3)
DEX
17 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
19 (+4)
CHA
18 (+4)

Saving Throws Dex +3 plus PB, WIS+4 plus PB

Damage Immunities determined by the couatl's Multiscale Essence trait.

Senses darkvision 60 ft., blindsight 10ft. passive Perception 15 plus PB

Languages Celestial, Quetzalish, Telepathy 120ft.

Challenge — Proficiency Bonus (PB) equals your bonus

Multiscale Essence. When you summon the couatl, choose a damage type: cold, fire, force, lightning, necrotic, psychic, or radiant. The chosen type determines the couatl’s damage immunity and the damage type.

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14 plus PB). It can innately cast the following spells, requiring only verbal components:

At 3rd level, PB/day each: detect evil and good, detect magic, detect thoughts

At 9th level, 2/day each: bless, counterspell, cure wounds, fireball, lesser restoration, sanctuary, shield

At 15th level, 1/day each: destructive wave, greater restoration, scrying

Actions

Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: (1d8 + 3) plus PB piercing damage. and the target must succeed on a DC 13 plus PB Constitution saving throw or be Stunned until the start of your Couatl Companion's next turn.

Constrict. Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target couatl's size or smaller. Hit: (2d8 + 2) plus PB bludgeoning damage, and the target is grappled (escape DC 13 plus PB). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Reactions

Future Glimpse. When the couatl is within 30ft of you or any ally who will potentially be effected by an attack that requires a saving throw, the couatl can use its reaction to take a glimpse of the near future and provide itself, you and/or those allies advantage on the saving throw.

Couatl Companion (Cold)

Your couatl's Multiscale Essence is Cold.

Couatl Companion (Fire)

Your couatl's Multiscale Essence is Fire.

Couatl Companion (Force)

Your couatl's Multiscale Essence is Force.

Couatl Companion (Lightning)

Your couatl's Multiscale Essence is Lightning.

Couatl Companion (Necrotic)

Your couatl's Multiscale Essence is Necrotic.

Couatl Companion (Psychic)

Your couatl's Multiscale Essence is Psychic.

Couatl Companion (Radiant)

Your couatl's Multiscale Essence is Radiant.

Kindred Spirits

7th-Level Order of Eagle Knight Feature

The connection you share with your couatl grows, intensifying the couatl's powerful essence in order to better protect you. Your couatl grows accustomed to the water and gains a swimming speed equal to its flying speed and can stay underwater for 8 hours before needing more air.

In addition, while your couatl is summoned, you and the couatl gain the following benefits:

Couatl Mount. As the essence of your kindred spirits grow and intertwines, you can use the couatl as a mount if your size is Medium or smaller. While you are riding your couatl, it can’t use its flying speed.

Shielded Mind. You and the couatl are immune to scrying and to any effect that would sense emotions, read thoughts, or detect location.

Empowered Essence. The couatl’s Bite and Constrict attack deals an extra 1d8 damage of the type chosen for the Multiscale Essence.

Multiscale Resistance. You gain resistance to the damage type chosen for the Multiscale Essence.

Cold Resistance

You gain resistance to the cold damage.

Fire Resistance

You gain resistance to the fire damage.

Force Resistance

You gain resistance to the force damage.

Lightning Resistance

You gain resistance to the lightning damage.

Necrotic Resistance

You gain resistance to the necrotic damage.

Psychic Resistance

You gain resistance to the psychic damage.

Radiant Resistance

You gain resistance to the radiant damage.

Arial Assualt

11th-Level Order of Eagle Knight Feature

As an Action you can summon Couatl wings from your back that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields once per long rest. Your flying speed is equal to your walking speed for 1 hour. If you want to activate Arial Assault again before a long rest or want to extend your current hour for an additional hour you can use a level 3 Spell Slot or higher for each additional hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.

Additionally at level 15, if you have your Arial Assault feature active and you are mounted to your Couatl Companion you can add your flying speed to your couatl's flying speed.

Synchronized Essence

15th-Level Order of Eagle Knight Feature

Your bond to your couatl reaches the pinnacle of its power. While your couatl is summoned, you and the couatl gain the following benefits:

Devastating Essence. The couatl’s Bite and Constrict attacks deal an extra 1d8 damage of the type chosen for its Multiscale Essence (for a total of 2d8 extra damage).

Large Couatl. The couatl grows to Large size. When you ride your couatl, it is no longer prohibited from using the flying speed of Kindred Spirits.

Change Shape. As an Action once per long rest, the couatl magically polymorphs into a beast, celestial or dragon that has a challenge rating equal to or less than its own. It can turn back into its true form with a Bonus Action. It also reverts to its true form when the spell ends or if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (your choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

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