Ranger
Base Class: Ranger

Many hunters use birds of prey to aid them in tracking their targets. As a Falconer, you've formed a special bond with your own winged companion, who will assist you on your adventure, and in battle.

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, but can take the form of any bird of prey the player chooses. Your companion gains all the benefits of your Falconer's Bond ability, and you can have only one animal companion at a time.

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.

  • The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
  • When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
  • Your companion has advantage on initiative rolls.
  • 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 can use its Bonus Action to take the Dash, Disengage, or Hide action.
  • Your companion has darkvision with a range of 120 feet, and can't be surprised by creatures that are visible or making noise as they move within a range of 30 feet.
  • It also becomes proficient with all saving throws.
  • 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 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 feature. It uses the favored enemies you selected for those features.

Sneak Attack

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 Sight

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.

Share Spells

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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