Ranger
Base Class: Ranger

Soaring Predator rangers have a fascination with smaller flying creatures. They way they fight and move in the battlefield emulates that of birds and bats. They excel in speed and travel while also having the keen senses of their animal of choice.

Soaring Predator Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Soaring Predator Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells

Ranger Level Spell
3rd command
5th alter self
9th fly
13th dominate beast
17th control winds

Flying Form

At 3rd level, you can turn into a small flying creature. When you gain this feature you choose one beast from, bat, hawk, owl, and raven. As a bonus action you can transform into the creature.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • When you transform, you retain your own hit dice. If you are knocked unconscious or if you die you revert back to your original form.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Your bite, talon, or beak attacks deal 2d4 + half your ranger level damage of the corresponding damage type. The attack bonus of this attack is equal to your proficiency modifier instead of the listed to hit value.

You can use a bonus action to revert back to your original form.

Predatory Senses

At 3rd level, you gain special senses pertaining to your choice of animal from the Flying Form feature.

Animal

Ability 1

Ability 2

Bat

You gain blindsight 60 ft. while you have the ability to hear

You have advantage on Wisdom (Perception) checks that rely on hearing.

Hawk

You have advantage on Wisdom (Perception) checks that rely on sight.

Your base land speed increases by 5 feet.

Owl

When taking the dash action your movement doesn’t provoke opportunity attacks.

You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Raven

You can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

When hiding in dim light or darkness you gain a bonus equal to half your proficiency to your hide skill check.

Airborne Combatant

By 7th level, you gain skill in fighting creatures that fly. When you attack a single creature with a flying speed, you can use your bonus action to force them to make a Dexterity saving throw equal to your Spellcasting DC, on a failed save they immediately stop using their flying speed and cannot use it until the start of your next turn.

Additionally, you double your proficiency with Wisdom (Animal Handling) checks and Charisma (Persuasion) checks against small or smaller creatures with flying speeds.

Scamper of the Breeze

At 11th level, your flying training gives you the ability to dash into the air. You can use the dash action as a bonus action. When you take the dash action you gain a flying speed equal to your land speed, if you are still in the air at the end of using this speed you fall if you have no other means of staying aloft.

If you take the Attack action on your turn and do not use your Extra Attack, you can take this movement after and make the Extra Attack against a second creature.

Additionally, the next attack you make on your turn after taking the dash action, deals additional force damage equal to half your ranger level.

Aviary Escape

Starting at 15th level, you can revert to your Flying Form to evade attacks. When you are attacked you can use your reaction to turn into your flying form and impose disadvantage on the roll. If the attack misses, you can immediately take a free move action to move at half your speed or revert to your original form.

Soaring Predator Image

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