Ranger
Base Class: Ranger

Hawk Masters tame wild birds to aid them in battle and perform deadly combinations of strikes.

Avian Companion

When you choose this archetype at 3rd level and whenever you finish a long rest you choose one of three types of birds that you would like to accompany you from the options listed below.

Command Companion. On your turn you can use a bonus action to focus your companions attention on a target. It stays focused on that target until its target dies or you use a bonus action to change the designated target to a different one. As part of the same bonus action and as a bonus action on subsequent turns you can order your companion to take the Attack, Dodge, Grapple, Help or Hide action. The Avian Companion uses your skill checks to determine if it can successfully perform the actions that require contested rolls.

The damage of your avian companion increases by an additional dice at 7th and 15th level.

Bird of Prey

You call onto a deadly hunter bird. It moves quickly and can help you perform stronger attacks at the cost of accuracy. Your movement speed is increased by 10 feet and whenever you or your Avian Companion make an attack you can choose to halve your To Hit bonus and gain an additional +5 to the damage roll (Increases to +10 at level 7 and +15 at level 15). This bird deals more damage then the others at the cost of its precision. (Your Dexterity modifier to hit, 1d8 + Dexterity modifier piercing damage).

Flock of Birds

You call on a swarm of small birds which sheer number distracts an enemy they are focused on. Any enemy that the flock is focused on subtracts a d4 from any ability check, saving throw or attack roll they make (Increases to 2d4 at level 11). The flock has an easier time attacking, but deals less damage then others. (Wisdom modifier + Your proficiency bonus to hit, 1d4 + Your Wisdom modifier piercing damage).

Nocturnal Hunter

You call onto a bird, which hunts during the night. It is much easier for it to move unseen, spot its prey and deal deadly strikes from their vantage point. This companion gives you advantage on stealth and perception checks and deals an additional 2d6 piercing damage whenever it has advantage to attack its target. The nocturnal hunter deals an avarage amount of damage and hits fairly freaquently (Wisdom modifier to hit, 1d6 + Your Wisdom modifier piercing damage).

Combo Strikes

When you choose this archetype at 3rd level, you learn combinations that are fueled by special dice called combo dice.

Combinations. You learn three combinations of your choice, which are detailed under “Combinations” below. Many combinations enhance an attack in some way. You can use only one combination per round.

You learn an additional combination of your choice at 7th, 11th, and 15th level. Each time you learn new combinations, you can also replace one combination you know with a different one.

Combo Dice. You have four combo dice, which are d8s. A combo die is expended when you use it. You regain all of your expended combo dice when you finish a long rest.

You gain another combo die at 7th level and one more at 15th level.

Saving Throws. Some of your combinations require your target to make a saving throw to resist the combination’s effects. The saving throw DC is calculated as follows:

Combination save DC = 8 + your proficiency bonus + your Wisdom modifier

Combinations

The combinations are presented in alphabetical order.

Commanding Voice

Whenever you take the Attack action and command your Avian Companion to take the Attack action on your turn you can expend a combo dice and forgo one of your attacks to give your Avian Companion advantage on its attack. The number rolled on your combo dice is added to your Avian Companions damage.

Diving Attack

Whenever you take the Help action and command your Avian Companion to take the Hide action on your turn you can expend a combo dice for your Avian Companion to make an attack that deals an additional 2d6 damage. The number rolled on your combo dice is added to the attack roll of your Avian Companion.

Evasive Manouver

Whenever you take the Dodge action and command your Avian Companion to take the Help action on your turn you can expend a combo dice to move up to your speed without provoking opportunity attacks. The number rolled on your combo dice is added to your AC until the end of your next turn.

Go for the Eyes

Whenever you take the Help action and command your Avian Companion to take the Attack action on your turn you can expend a combo dice to make your Avian Companions attack a critical hit, if it hits the target. The number rolled on your combo dice is added to the damage roll of your Avian Companion's attack.

Gouging Attack

Whenever you take the Attack action and command your Avian Companion to take the Grapple action successfully on your turn you can expend a combo dice to end the grapple and force the target to make a DEX saving throw. On failure the target is blinded until the end of your next turn. The number rolled on your combo dice is added to your Avian Companion's Athletics check.

Hold Still

Whenever you Cast a spell and command your Avian Companion to take the Grapple action successfully on your turn you can expend a combo dice to end the grapple on the target and give it vulnerability to the spells damage. The number rolled on your combo dice is added to your Avian Companion's athletics check.

Impose Pressure

Whenever you take the Dash action and command your Avian Companion to take the Grapple action successfully on your turn you can expend a combo dice to force the target to make a STR saving throw. On a failure the target goes prone and is stunned until the end of your next turn. The number rolled on your combo dice is added to your Avian Companions Athletics check.

Percise Striking

Whenever you take the Attack action and command your Avian Companion to take the Help action on your turn you can expend one of your combo dice to make your attacks have advantage until the end of your turn. The number rolled on your combo dice is added to the damage roll of your first attack.

Perfect Distraction

Whenever you take the Disengage action and command your Avian Companion to take the Dodge action on your turn you can expend a combo dice to also make an attack. The number rolled on your combo dice is added to the attack and damage rolls of that attack.

Piercing Screech

Whenever you Cast a spell and command your Avian Companion to take the Help action on your turn you can expend a combo dice to make creatures hit by your spell have disadvantage on the saving throw for the spell you casted. The number rolled on your combo dice is subctracted from a saving throw of a creature you designate.

Raking Attack

Whenever you Cast a spell and command your Avian Companion to use the Attack action on your turn you can expend a combo dice to force the target to make a CON saving throw. On a failure the target starts bleeding and takes 3d4 damage at the start of its every turn. The target can repeat the saving throw at the end of its every turn. The number rolled on your combo dice is added to your Avian Companions attack roll.

Supreme Focus

Whenever you take the Help action and command your Avian companion to take the Help action on your turn you can expend a combo dice to increase the critical hit threshold of the creatures that you and your Avian Companion used the Help action on by one stage. The number rolled on your combo dice is added to the damage of one of the creatures you or your Avian Companion used the Help action on.

Unbreaking Bond

Starting at 7th level while your Avian Companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Avian Companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has.

Your Avian Companions Attacks become magical for the purpose of overcoming magical resistance.

Tactical Assessment

Starting at 11th level, if you or your Avian Companion spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Ranger class levels (if any)

Unrelenting Pairing

Starting at 15th level when you roll initiative and have no combo dice remaining, you regain two combo dice.

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