Base Class: Rogue
Roosting in the shadows and on housetops, flock masters are rogues surrounded by a cloud of almost intangible flying spirits. Whether gained through a connection to primal nature spirits, an arcane rite or an innate magic, these spirits take the form of a small winged beast- such as a bat or raven- and act almost as an extension of their master's will and personality. Normally ephemeral, they can briefly become more solid to harass foes or help their owner. As the flock gains strength, they can be commanded to perform various work of magic to aid their wielder, such as obscuring them or allowing them to glide through the air.
Flock masters are stereotyped as flighty and eccentric, and while that may be true in some cases, they are also just as capable of being calculating and manipulative or gregarious and free-spirited. They typically work in a guild alongside other flock masters, but aren't afraid to fly solo on a mission- for even when alone, they still have their flock to back them up.
Gathered Flock
At 3rd level, a flock of intangible spirits has bonded itself to you and can assist you in battle. While you’re alive, the flock remains in your space, crawling on you or flying and skittering around you within your space, which have the form or small dark birds or bats, or perhaps insects or even pixies. You determine its appearance when you first take this feature, or can roll a 1d4 to pick between the four mentioned possibilities.
Once on each of your turns, you can cause the flock to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 Piercing damage from the flock.
- The attack's target must succeed on a Dexterity saving throw against your spell save DC(8+CHA mod.+proficiency) or be moved by the flock up to 15 feet horizontally in a direction of your choice.
- You are moved by the flock 5 feet horizontally in a direction of your choice.
- The target can't take reactions until the end of its next turn.
Flock Magic
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your flcok.
You can also focus the power of your flock to learn an additional spell of 1st level or higher when you reach certain levels in this class, whose appearance is also that of your flock:
- 3rd: Faerie Fire.
- 5th: Blur.
- 9th: Gaseous Form.
- 13th: Faithful Hound.
- 17th: You gain the Find Familiar spell, with the familiar taking the shape of one of your flock(i.e. a raven, a bat) and using the statistics of that animal if possible, or a similar one if not(such as a small bird using the stat block of a small bird that has one, etc.)
Fluttering Flock
Starting at 9th level, your flock is able to buoy you up and guide you through the air, helping you to leap farther as well as keeping you safe when you fall. You can reduce falling damage you take by an amount equal to your rogue level x5, you are always considered to have a running start when you jump, and when you fall at least 10 feet above the ground, you can use your reaction to glide horizontally a number of feet equal to your walking speed; you determine the direction of the glide.
Fearsome Flock
At 13th level, as your skill and their strength have grown, your flock grows more powerful in the following ways:
- The damage of Gathered Flock increases to 1d8.
- If a creature fails its saving throw against being moved by your flock, you can also cause the flock to knock the creature prone.
- When you are moved by Gathered Flock, it gives you half cover until the start of your next turn.
- While a creature is unable to take reactions from Gathered Flock, it has disadvantage on Dexterity saving throws.
Scattering Dispersal
When you reach 17th level, you can discorporate into your flock, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your flock and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the flock.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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