Base Class: Ranger
Origins in Aetheris
The Falconer tradition originated among the Highwind Clan and several Pathwarden lodges that protected remote mountain passes. Mountainborn hunters learned that birds of prey could traverse terrain impossible for humanoids and spot dangers long before they became visible from the ground.
Over centuries, specialized schools developed dedicated to training both bird and ranger. These traditions eventually spread beyond the mountains and can now be found in:
- Mountainborn Pathwarden lodges
- Highwind clan settlements
- Guardians of the Pass garrisons
- Noble falconry houses
- Military reconnaissance corps
- Monster hunter expeditions
- Wilderness scouting organizations
Philosophy and Doctrine
Falconers embrace several principles:
The Sky Sees All
Information wins battles.
Patience Before Action
A strike launched too early often fails.
Trust Cannot Be Forced
A bird serves willingly or not at all.
Height Reveals Truth
Perspective often solves problems strength cannot.
Two Hunters, One Purpose
Falcon and ranger operate as partners.
Visual Identity
Falconers often wear:
- Feathered cloaks
- Leather bracers designed for perching birds
- Hooded traveling gear
- Lightweight armor
- Hawk feathers woven into braids or clothing
- Specialized whistles and signaling tools
Their companions are frequently:
- Falcons
- Hawks
- Eagles
- Kites
- Other predatory birds appropriate to the region
Role in Aetheris
Falconers commonly serve as:
- Scouts
- Reconnaissance specialists
- Monster trackers
- Mountain guides
- Military observers
- Hunters
- Border wardens
- Messengers
Their birds often allow them to detect ambushes, locate missing travelers, and monitor enemy movements from great distances.
Playing This Subclass
Strengths
- Exceptional scouting
- Strong battlefield awareness
- Reliable bonus damage
- Excellent target control
- Strong wilderness utility
Weaknesses
- Relies heavily on companion survival
- Less durable than Beast Master companions
- Lower raw damage than Gloom Stalker
- Requires tactical positioning
Tactical Identity
The Falconer excels at controlling engagements before they begin. They identify threats, coordinate attacks, and isolate priority targets through superior information and precision rather than overwhelming force.
Roleplaying a Falconer
Many Falconers are:
- Patient observers
- Quiet hunters
- Loyal companions
- Skilled trackers
- Thoughtful strategists
Some view their bird as:
- A trusted friend
- A spiritual partner
- A symbol of freedom
- A connection to home
Among Mountainborn communities, Falconers often embody the cultural belief that perspective and patience are greater strengths than recklessness.
Notable NPCs
Tashi Highwind
A legendary Mountainborn scout whose eagle companion supposedly located entire invading armies before they crossed the mountains.
Arjun Skyseeker
A Pathwarden who has rescued hundreds of travelers using his falcon's unmatched eyesight.
Commander Pema Stormwatch
Leader of an elite reconnaissance unit serving the Guardians of the Pass.
Summary
The Falconer represents one of the oldest Mountainborn ranger traditions: a patient hunter whose greatest weapon is neither blade nor bow, but the eyes and talons of a trusted companion soaring high above the battlefield. Through scouting, precision attacks, and coordinated hunting tactics, Falconers embody the Mountainborn virtues of patience, discipline, trust, and perspective.
"The mountain teaches endurance. The falcon teaches perspective. A wise hunter learns both."
Optional Falconer Techniques
Mountain Wind Dive
When your companion moves at least 20 feet before attacking, add your Wisdom modifier to its damage.
High Perch Observer
You can use your companion's senses while resting.
Talon Messenger
Your companion can carry written messages and automatically return to you.
Storm Rider
Your companion ignores non-magical difficult terrain and severe weather penalties.
Predator's Patience
If neither you nor your companion attack during a turn, your first attack on the next turn deals an extra 1d8 damage.
Skybound Companion
Action Type: Passive
You gain a trained bird of prey companion.
Choose one:
- Falcon
- Hawk
- Eagle
- Similar bird approved by the DM
The companion uses the Hawk stat block with the following modifications:
Falconer Companion
- Hit Points = 5 + five times your Ranger level
- AC = 13 + your Proficiency Bonus
- Uses your Proficiency Bonus for attack rolls, Perception, Stealth, and saving throws
- Acts immediately after your turn
- Can move and take either the Dash, Disengage, Dodge, Help, Search, or Strike action
Strike
Melee Weapon Attack
Attack Bonus = Wisdom modifier + Proficiency Bonus
Hit:
1d6 + Proficiency Bonus piercing damage.
The damage increases:
- 2d6 at Ranger 11
- 3d6 at Ranger 15
If the companion is reduced to 0 hit points, it can be revived during a Long Rest without material cost.
Hunter's Coordination
Action Type: Passive
Once per turn when you hit a creature with a weapon attack and your companion is within 5 feet of that creature, you deal an additional:
1d6 damage
The damage type matches the weapon used.
This represents coordinated hunting attacks.
Eyes of the Endless Sky
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
As a Bonus Action, you may see through your companion's senses for up to 10 minutes.
While using this feature:
- You perceive through the bird's sight and hearing.
- The bird gains darkvision 120 feet.
- The bird gains advantage on Perception checks.
- You may communicate simple commands telepathically out to 1 mile.
Additionally, you gain advantage on Initiative rolls while your companion is conscious and within 1 mile of you.
Raptor's Assault
Action Type: Passive
Your companion becomes a deadly battlefield hunter.
Whenever you take the Attack action:
- Your companion may immediately make one Strike attack without requiring its action.
In addition:
Whenever your companion hits a creature, choose one:
Distracting Dive
The next attack against the creature before the start of your next turn has Advantage.
Crippling Talons
Reduce the creature's speed by 15 feet until the start of your next turn.
Blinding Wings
The creature has Disadvantage on Perception checks until the start of your next turn.
Sovereign of the High Hunt
Action Type: Bonus Action
Uses: Wisdom Modifier per Long Rest (minimum 1)
For 1 minute, you and your companion enter perfect synchronization.
During this time:
Sky Hunter
You gain a flying speed equal to your walking speed while in natural terrain.
Perfect Coordination
Whenever you hit a creature, your companion may immediately move up to half its speed without provoking opportunity attacks.
Marked Prey
The first time each turn your companion hits a creature, that creature becomes Marked until the start of your next turn.
A Marked creature suffers:
- Disadvantage on attack rolls against creatures other than you and your companion.
- Takes an additional 1d8 damage whenever you hit it.
Apex Hunters
Your companion gains resistance to all damage except Force and Psychic damage.
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