Base Class: Ranger
Masters of the hunt and wardens to the skies, these rangers specialize in aerial and long-range combat. With their faithful flying companion at their side these rangers are often found patrolling the wilds to protect those in need or hunting prey throughout the world. There bond with whatever their flying hunting partner allows them to see the world through their companions eyes giving them a much better view of the world around them in combat and allowing them to see despite obstacles being in the way. Utilizing every sense at their disposal, these rangers excel in ranged combat and rarely let their prey escape their clutches.
Falconer's Companion
At 3rd level, you gain the ability to magically bond to a flying creature. You gain a flying companion of your choice from the following list; blood hawk, eagle, flying snake, hawk, owl, or raven. This companion takes it turn on your initiative and at your moves at your command, unless you are incapacitated or absent at which points it moves on its own. If your companion dies you may spend 8 hours communicating and training a new companion from the list as long as it is not hostile to you.
In addition to this, your bond with your companion improves your senses giving you proficiency in perception and investigation.
Falconer's Sight
As you reach 7th level, your bond with your flying companion has grown deeper. Through this deepened connection you have learned how to abandon your own senses to see through the eyes and hear through the ears of your flying companion, although a tiny bit of magic may be involved. When you use this ability, you can freely switch between senses as a bonus action on your turn and the effect lasts for 10 minutes. When utilizing the senses of your flying companion you can see and hear through them while your own body is deafened. Additionally, you can make a hail mary shot at disadvantage while using your companions senses to guide the shot. If hit, the attack results in double damage and can go over full cover and half cover providing the cover isn't taller than your weapons range. You can use this ability twice per long rest.
War Bird
At 11th level, your bond with your flying companion has grown and with it your companions health pool has increased 20 points. In addition to that its armor class gains 2 points and its attacks gain an extra d8. You also gain an extra use of Falconer's Sight per short rest.
Falconer's Prey
At 15th level, you have become a master of the hunt and as such can pick out a prey from amongst your enemies at the start of combat. At the start of combat you can declare and enemy in front of you as your prey. Once they are declared as prey, your companion transfixes on them; following their every movement and marking the enemy. While they are marked, as long as your companion can see them so can you even if you are not using Falconer's sight. In addition, you and your companion gain advantage on all attacks and all attacks do an extra d8 damage.
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