Ranger
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.

Falconer Image

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