Base Class: Ranger
Since the darah learned to domesticate animals, the Hernshaw has been their thickest ally. The Hernriders are the darah, who take this relationship to the next level. They forge a strong bond to their partner animal, using it in fighting, hunting, exploration and for transportation. These thrill seekers are the most comfortable high up in the air or nestled together with their loyal companion.
Help from Above
At 3rd level, you build a deep bond of mutual trust between yourself and a Hernshaw.
The Hernshaw is friendly to you and your companions and obeys your commands. See its game statistics in the Hernshaw Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the bird such as its color or feather patterns; your choice has no effect on its game statistics.
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 Hernshaw can take any action of its choice, not just Dodge. The bird never requires your command to use its reaction, such as when making an opportunity attack.
If the bird dies, you can obtain a new companion by spending 8 hours bonding with another domesticated Hernshaw or by spending two days bonding with a wild one.
Hernshaw Companion
medium beast (large beast after reaching level 11 in this class)
Armor Class 12 + PB (natural armor)
Hit Points 10 + five times your ranger level (the Hernshaw has a number of hit dice [d10s] equal to your ranger level)
Speed 10ft., fly 80 ft.
Saving Throws Dex +3 plus PB, Wis +0 plus PB
Senses passive Perception 16
Languages understands Common and Celestial but can't speak them
Proficiency Bonus (PB) equals your bonus
Keen Sight. The Hernshaw has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 piercing damage plus PB piercing damage.
Reactions
Disturbing Screech. When a creature within sight of the Hernshaw attacks another creature with a weapon attack or casts a spell with verbal components which involves rolling a spell attack, the Hernshaw can screech out loud, giving disadvantage on the attack role.
Friend of the Wildlife
Beginning at 7th level, your understanding of the life around you deepens. Whenever you roll a check based on your Charisma or Wisdom modifiers regarding (social) interactions between yourself and a beast, dragon or humanoid, you can do so with advantage.
Additionally your bond with your Hernshaw deepens, allowing it to execute more complex maneuvers. Whenever you give your companion a command via your bonus action, the Hernshaw will continue following the command you've given it, until you either use your bonus action to speak a different command or until it is unable to continue fulfilling the command.
All Grown Up
Starting at 11th level, your Hernshaw has lived long enough to reach it's maximal bodily height. Medium humanoid creatures are now able to fly on the back of your Hernshaw while not wearing heavy armor. While fighting in this state, riders are counted as mounted rule wise.
Additionally your Hernshaw is able to use the "Fetch" action: As an action it can sweep down, trying to grab a medium or smaller enemy and lift it up into the air. The bird makes a grapple check if the target is not willing. On a success, the Hernshaw is able to heave up the target and carry it until it uses its action to free itself of the grapple or until the bird lets go of it. While in this state every attack against the grappled target has advantage.
Pearlshaw
Beginning at 15th level, your Hernshaw flew into the endless sea of clouds and returned as a superior, transformed version of its former self. It is now called a "Pearlshaw". Your Hernshaw is now able to understand your commands through a mental link, allowing you to command it as part of another action you are taking during your turn without having to use a bonus action.
Also, the birds Intelligence is now 18 and it has advantage on Intelligence saving throws. With the gained intelligence it now can cast hunters mark, nondetection on itself and a variation of speak with animals to speak with Darah. Intelligence is its spell casting modifier.
Lastly, your Hernshaw is able to fit two medium humanoids on his back (who are not wearing heavy armor) and a medium humanoid in each of its two claws for the purpose of using the "Fetch" action.
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