Ranger
Base Class: Ranger

Falconers have existed since prehistoric times. Blade, arrow and claw. Horseback or not. Knight hunting for sport or a barbarian in touch with the animal in them. Regardless of what form it takes this artform will leave your enemies in fear at the sound of wingbeats. 

Bird Companion

At 3rd level, you call forth a feathered companion that accompanies you on your adventures and is trained to fight alongside you. This companion uses the stats and features of a Blood Hawk listed in the Player's Handbook. If your animal companion is ever slain, the magical bond you share allows you to return it to life. At the end of a long rest, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. You may choose a new bird form for your companion upon its resurrection.

Falconer's Bond

Your animal companion gains a variety of benefits while it is linked to you.

 

• In combat, the bird shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the bird can take any action of its choice, not just Dodge.

 

• When using your Natural/Deft Explorer feature, you and your animal companion can both move stealthily at a normal pace.

 

• Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in.

 

• Your companion also adds your proficiency bonus to its AC and to its damage rolls.

 

• Your companion has darkvision with a range of 60ft

 

• At 3rd level, roll 2 additional Hit Die (d6) for your creature and add the total to your companion's HP maximum. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

 

Your bird's flight and eyesight improves your Primeval Awareness feature (if you have this feature). If you let your bird spend 10 minutes circling in the sky above your location at an altitude of at least 100 feet, you gain awareness of the surrounding terrain within a 1 mile radius of your location. You also gain awareness of the presence, location, and movement of any Small or larger creatures within that radius, as long as they are outside, not hiding, and in areas without thick tree cover or other natural cover. The DM may choose for your bird to see certain creatures between the trees if they so choose, or have you roll a perception check to determine what your bird can make out.

 

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

 

Your animal companion gains the benefits of your Favored Enemy/foe feature. It uses the favored enemies/foe you selected for those features. 

Improved Darkvision

At 7th level your companion's darkvision increases to 120ft. 

Improved Saving Throws

At 7th level your companion becomes proficient with all saving throws.

Dance of Claws

Beginning at 7th level, once per turn, your bird can deal an extra 2d6 damage to a creature it hits with a melee attack, if it has advantage on the attack roll. This includes advantage granted by your bird's Pack Tactics feature.

 

The damage of this Sneak Attack increases as you gain levels, increasing to 3d6 at 11th level, and 4d6 at 15th level.

Predator's Sights

At 11th level, your bird can use its Action on the first round of any combat to scope out the enemies and help you get advantage. All visible enemies within a range of 60 feet of your bird must make a Wisdom saving throw. On a failed save, both you and your bird have advantage on attack rolls made against that enemy for 1 minute. You can use this feature a number of times per long rest equal to your Ranger's Wisdom modifier.

Soul Sharer

Beginning at 15th level, when you cast a spell with a range of Self or Touch, you can channel this spell through your bird's body and your own body simultaneously, without expending an additional spell slot. The level of the spell that comes from your bird's body is the same as the level of the spell from your own body, up to a maximum of 5. If the spell is 6th level or higher, you can choose which body the spell originates from, your bird's or your own, and it only affects that body.

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