Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Shared Vision. The caster can see through the hawk eyes and hear through its ears but can’t control it directly. The caster can perform a one minute ritual and then until they stop the ritual thy can cast spells that require the visual component from the hawk.
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Spell Storage. When you prepare your daily spells, your familiar can store a single spell. The spell must be one that you have access to, and has to be at least one levels below the highest level spell that you can cast (you can use a higher level spell slot but the cooldown increases to 3 days). Your familiar can cast that spell once per day using your spell attack modifier and spell DC.
If the spell has a range of self, both you and your familiar are affected. The spell remains in the familiar until you finish a long rest at which point it is lost.
Bird Brain. The blood hawk can take the Help, Disengage, Dash, and Dodge actions as bonus actions.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bird Brain. The blood hawk can take the Help, Disengage, Dash, and Dodge actions as bonus actions.
Eye gouge. (Recharge 3 rounds). The caster uses a reaction and the hawk makes a beak attack against an enemy within range. On a hit the target has disadvantage on all attacks until the end of its next turn. On a crit the target is blinded. On a crit fail the target gets an opportunity attack against the hawk.
Description
Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.
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