Falconer, Variant (5e Class)

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Falconer[edit]

(I took the DNA from the original Falconer class posted to this website "https://www.dandwiki.com/wiki/Falconer_(5e_Class)". I wanted to see what I could do if I put the subclass on your bird companion rather than your character, and things spiraled from there. Original credit goes to whoever posted that original Falconer class!)

Quinn swept her cloak back over her shoulder and lifted her left arm. A black shafted bolt from her repeater crossbow buried itself in Vurdin’s eye, and he fell without a sound. A second bolt tore into the chest of the man to his left. The remaining four came at her in a rush.

A screeching cry split the night as Valor swept down like a lightning bolt from a clear sky. His wings boomed as he spread them wide and swung around in a scything arc. Hooked claws tore across the face of one bandit, and the eagle’s slashing beak punctured the skull of the mercenary next to him. The third bandit managed to raise his weapon, but Valor harried him, giving Quinn the opening she needed. One crossbow twang and an eagle’s screech later, the man’s struggles ceased. The last of the bandits turned and sprinted for the trees.

She stood, and Valor flew over to her, the satchel of military dispatches the thieves had stolen held in his claws. He dropped it and she caught it with her free hand, looping it over her shoulder in one smooth motion. Valor perched on her arm, his body rippling with the thrill of the hunt. His claws and beak were red with blood. The eagle’s head cocked to the side, and his gold-flecked eyes glittered with amusement. She grinned, her bond with the bird so strong she already understood his thoughts.

Falconers excel at the art of falconry, using birds of prey to hunt down their enemies and protect their allies. Their connection and dedication to the creatures of the sky is unparalleled. Removing a bird from their falconer is like removing a piece of the falconer themselves.

Creating a Falconer[edit]

Players who want to use the Falconer class must answer a few important questions. When, where, and how did they obtain their bird companion? Were they ceremoniously given their companion by their mentor after years of hard work and training? Did they encounter a lost falcon in the woods and nurture it back to health? Did they acquire this bird in a trade, only to later discover the wonderful gift they received? In order to have your character take on the Falconer class, it is vital to have a strong personal connection between your character and your bird companion.

Quick Build

You can make a Falconer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. For equipment, choose the heavy crossbow for your crossbow weapon, then choose scale mail for your armor and the explorer's pack for your equipment pack.

Class Features

As a Falconer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Falconer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Falconer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: One-handed melee weapons, crossbows, shortbows and longbows
Tools: Falconry Kit
Saving Throws: Dexterity
Skills: Animal Handling, Perception, and choose 1 from Acrobatics, Survival, Sleight of Hand, Investigation and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Falconer

Level Proficiency
Bonus
Features Scouting Radius
1st +2 Avian Companionship, Falconer Specialty 1/4 mi.
2nd +2 Functional Training 1/4 mi.
3rd +2 Falconer Specialty Feature 1/4 mi.
4th +2 Ability Score Improvement 1/2 mi.
5th +3 Extra Attack (2) 1/2 mi.
6th +3 Special Delivery 1/2 mi.
7th +3 Falconer Specialty Feature 1/2 mi.
8th +3 Ability Score Improvement 1 mi.
9th +4 Arcane Talons 1 mi.
10th +4 Personal Training 1 mi.
11th +4 Falconer Specialty Feature 1 mi.
12th +4 Ability Score Improvement 1 1/2 mi.
13th +5 A Fully Functional Team 1 1/2 mi.
14th +5 Extra Attack (3) 1 1/2 mi.
15th +5 Falconer Specialty Feature 1 1/2 mi.
16th +5 Ability Score Improvement 2 mi.
17th +6 Mastery Training 2 mi.
18th +6 Falconer Specialty Feature 2 mi.
19th +6 Ability Score Improvement 2 1/2 mi.
20th +6 Avian Symbiosis 2 1/2 mi.

Avian Companionship[edit]

At the 1st level, you gain a bird companion that travels with you. This bird must be at least one size smaller than you. You may start a campaign with this bird companion. You may choose between an eagle, hawk, owl, or vulture. Your DM may allow you to choose another type of bird based on the campaign. You cannot claim an intelligent creature as your bird.

Upon becoming your companion:

  • Your bird's Maximum Hit Points are equal to half of your Maximum Hit Points (rounded up) or their current Maximum Hit Points, whichever is higher.
  • Your bird also gains a Hit Dice of 1D8 and gains an additional Hit Die each time you increase in level as if your bird was a Player Character.
  • Your bird gains a bonus to their Maximum Hit Points based on their CR:
CR 0 = +5 bonus to their Maximum Hit Points.
CR 1/8 or 1/4 = +3 bonus to their Maximum Hit Points.
CR 1/2 or higher = +0 bonus to their Maximum Hit Points.
  • Your bird's AC is equal to half of your AC (rounded up) or their current AC, whichever is higher, +2.

Your bird can occupy the same space as you. Your bird can perch on your arm, shoulder, or head if it is more than one size smaller than you. If your bird is one size smaller than you then it can only perch on your arm or shoulder, and you cannot use the arm your bird is perched on or over while it is there.

During combat, your bird companion acts independently of you, but it always obeys your commands if it can hear you (or, once you have the Arcane Talons feature, if it can receive your telepathic messages). It rolls its own initiative and acts on its own turn. Additionally, your bird companion can occupy the same space as you.

If your bird is incapacitated or dies, you lose access to any class features which required your bird and all subclass features. You regain those features if your bird recovers.

If you trade your bird, you and the creature you are trading with can spend 1 hour retraining your bird. After that hour that bird is no longer claimed by you. Your previous bird retains its stats and class features, but can only activate them if its new owner is a Falconer.

Similarly, if you trade for a new bird that was previously trained, after 1 hour of training you can claim that bird as your own. It retains any previous statistics and class features. If it is below your current level, you can train it up to your level as you would a new bird.

If your bird dies, you can use your Falconry Kit to capture a new bird companion of any species listed above. Since your new bird isn't as trustworthy and familiar with you as your former bird, it must spend 12 continuous hours in your presence before you can fully claim it. After claiming your new bird, it can receive the benefits of any Falconer class-related items in your possession, such as the Bracer of Inseparable Bonds, and it is treated as being at Level 1 in the Falconer class. For every continuous 12 hour period after that, your bird gains 1 Level until it matches your current Level. You can choose to make a Animal Handling skill check (DC 15) to halve this amount of time. Once your bird has matched your current Falconer Level, its Maximum Hit Points, ability score improvements, and AC change to match your former bird's, if they were not higher already.

If your bird is magically transformed into a different flying creature, retains its memory, and does not become an intelligent creature, it can continue to perform as it used to after 12 hours (or half that on a successful DC15 Animal Handling check) of acclimating to its new condition. Reroll its stats as needed.

Whenever you or your bird companion force a creature to make a saving throw or skill check with a Falconer class feature, they must roll against your Falconer class DC unless noted otherwise.


Falconer Class DC
8 + your Proficiency Bonus + your Wisdom modifier

Fighting Style[edit]

At 1st level you adopt a particular style of fighting as your combat specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting: You gain a +2 bonus to attack and damage rolls you make with thrown weapons.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Falconry Specialty[edit]

At the 1st level, and subsequently when you claim a new bird, you must choose which specialty you will use to train your bird (Waves 1 and 2 are listed below). This specialization applies to your bird, not to your character. You can choose a new specialization when you acquire a new bird. The specialty you choose grants your bird additional features at the 1st level and again at the 3rd, 7th, 11th, 15th, and 18th levels.

Functional Training[edit]

Once you reach 2nd Level, and subsequently when your bird reaches 2nd Level, you can grant your bird a special ability. Choose one from the three options below:

  • Blinding Assault
If your bird is within 25 feet of you, you can use a bonus action to send your bird to make a melee attack against a creature within 25 feet of you, dealing an additional 1D4 slashing damage on a successful hit. The damage from this feature increases to 1D6 slashing damage at the 5th Level, 1D8 slashing damage at the 9th Level, and to 1D12 slashing damage at the 13th level. Attack and damage rolls for this feature are calculated with either your or your bird's Dexterity modifier, whichever is higher. After attempting an attack, your bird returns to its location prior to this feature being used. Your bird doesn't provoke opportunity attacks when it returns to its original location after using this feature.
  • Scouting Mission
You are able to send your bird to scout ahead of you. While you are not in combat, you can choose to send your bird on a scouting mission which lasts 1 hour. Your bird will scan the environment within your Scouting Radius, as noted in the Falconer class table. Your bird's ability to find anything depends on levels of visibility or any other external factors that would affect vision or hearing (i.e. light levels, canopy cover, foliage, cloaking spells, weather, etc).
Creatures who wish to remain hidden within the bird's Scouting Radius must first pass a Wisdom (Perception) check to notice your bird, then roll a Dexterity (Stealth) check contesting against your bird's Wisdom (Perception) check. If the creature(s) succeed they are hidden from the bird for the remainder of its time scouting the area. If the bird succeeds it will be alerted and will return to you.
Your bird will fly back to you when it has been alerted by something. At the 2nd level you have the ability to understand the compass direction the bird is alerting you of, but you must roll a Wisdom (Insight) or Wisdom (Nature) check (your choice) to determine if it found a threatening creature, a creature it wants to hunt, or if something else interrupted the bird's scouting pattern. If you fail the check you do not understand what your bird is trying to communicate, and the message is lost.
Your bird automatically hunts while scouting. If its mission concludes without anything alerting it, the bird will return with the remains of a small prey creature, if it was able to find one.
  • Pretty Bird
While your charming bird is perched on you, you have proficiency on Charisma (Performance) and Charisma (Persuasion) checks, or proficiency in two Charisma skills of your choice if you already had the above proficiencies. Additionally, you can add your bird's Dexterity modifier (minimum +1) while it is perched on you and you are working with any tools or instruments you have proficiency in that require Dexterity checks.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. In addition, your bird's AC and two different ability scores of your choice increase by 1. As normal, you can't increase an ability score belonging to you or your bird above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Special Delivery[edit]

At the 6th level, your feathered friend gains more trust in you and your decisions. You or any willing creature you choose can give an item to your bird to deliver to you or another creature within your Scouting Radius. You can also choose to have your bird drop an item given to it anywhere within your Scouting Radius. Items given to your bird must be light enough for it to reasonably carry.

As a bonus action, if your bird is within 25 feet of you, you can command your bird to fetch one of your arrows, bolts, or thrown weapons that you have used and is now on the battlefield, as long as those items are no heavier than your bird. The item must be no farther away from you than your bird's flying speed. If the item is lodged in or being held by a creature, the bird must succeed in a Strength (Athletics) contest with that creature to retrieve the item.

Arcane Talons[edit]

At the 9th Level, you have borrowed from the magic of wizards and other spell-casters to enhance the power of your feathered friend. If your bird would deal slashing, piercing, or bludgeoning damage to a creature, you can choose to have that damage be treated as magical for the purpose of overcoming damage resistances and immunities.

Additionally, you can now telepathically send commands to your bird, regardless of its distance from you, as long as you are on the same plane as it. The bird cannot respond telepathically, but you know whether it received your command or not.

Finally, if your bird is magically transformed, as an action you can perform a Wisdom (Animal Handling) or Wisdom (Arcana) check (your choice) to either halve or double the duration of that transformation on a success. You can repeat the check once per long rest, even after you have succeeded. You can only perform this action once per long rest, and cannot perform it if the duration is "until dispelled".

Personal Training[edit]

Once you reach 10th Level, you open up options to improve yourself. Choose one from the options below:

  • Tag Team
When your bird attacks a creature within your weapon attack range, you can use your reaction to immediately make an attack against the same creature. You add your bird's Dexterity modifier to your attack roll.
  • Feather Crafter
You have learned how to integrate your bird's feathers into your armor. If you have a full set of clothing, or armor that you have proficiency with, you can spend 12 hours on each piece (or 2 hours if you have proficiency with the Armorer's Kit) to add feathers to it. While you are wearing your full outfit or armor set that is covered in feathers, you gain +2 to your Dexterity and Charisma modifiers, and you reduce the fall damage you take by 5 * your AC.
  • Fast As the Wind
Your movement speed increases by 10 feet. If you take the Dash action on your turn, your movement speed is replaced by your bird's flying speed (if it is higher), you fly until the end of your turn, and you can perform one weapon attack. If you are airborne at the end of your turn, you begin falling.

A Fully Functional Team[edit]

When you reach 13th Level, and subsequently when your bird reaches 2nd Level, you can train your bird on every ability featured in the "Functional Training" feature. Additionally, your bird can perch on other willing creatures of your choice to provide them with benefits you receive while your bird is perched on you. Finally, your bird has learned to use a gentle touch, and can perch without causing damage or harm.

Mastery Training[edit]

At the 17th level your accomplishments have propelled you to new heights. Choose one of the three options below:

  • On Wings Like Eagles
Your bird has grown dramatically stronger, physically and magically. If your bird is within 5 feet of you, you can use an action to have it magically carry you or a willing creature of your size or smaller of your choice into the air for up to 5 minutes. While the target creature is being carried by your bird, they gain a flying speed equal to your bird's flying speed, and any attacks or harmful spells that would target your bird targets that creature instead. Additionally, that creature gains a bonus to all attack rolls and Dexterity saving throws equal to half of your bird's Dexterity modifier (rounded up). While this feature is being used, your bird always shares the same space as the creature it is carrying, you cannot use any Falconer class features that would change your bird's location, and your bird doesn't take its own turn. The target creature can use a bonus action to end this state and immediately make an attack against a creature within their weapon or spell range. After using this feature your bird must skip its turn for the next 2D10 turns to recover its strength, also you cannot use this feature again until your bird has finished a long rest.
  • Galeforce Wings
When your bird takes the Help action on you, it beats its mighty wings and creates a powerful tailwind for you. In addition to the benefits of Help, you gain the effect of the Haste spell for the rest of your turn (you are not afflicted with lethargy when the effect ends). A strong wind gusts ahead of you in the direction you move, affecting anything within a 10-foot sphere of you.
Your bird can grant this effect a number of times per long rest equal to your Proficiency bonus, or half that number after a short rest.
  • Complete Training
You have circled back and unlocked every avenue of potential. You gain all the options in the "Personal Training" feature. Also, your bird can now has proficiency with and can attack with melee martial weapons you have proficiency with, as long as those weapons do not have the two-handed or heavy property.

Avian Symbiosis[edit]

At the 20th level you have become perfectly in tune with your bird, knowing it inside and out. You always know your bird's exact location, regardless of its current Hit Points, how far away it is from you, or any conditions or magical effects that your bird may have.

In addition, your bird's ability scores, AC, and Maximum Hit Points increase to match yours, if they were not higher before. However, your bird's Intelligence ability score remains the same.

Finally, if your bird is magically transformed, as an action you can perform a Wisdom (Animal Handling) or Wisdom (Arcana) check (your choice) to either dispel the effect immediately or to make the duration last until dispelled on a success. You can repeat the check once per long rest, even after you have succeeded. You can only perform this action once per long rest.

Falconer Specialties, Wave 1[edit]

Here's the first wave of subclasses for the Falconer, Variant class. These are feature complete and - hopefully - not too badly overpowered. Let me know if anything needs to be fixed or can be easily improved!


Scoutbird Specialty[edit]

Your reconnaissance reports are all but unmatched and a good many injuries are healed thanks to you and your bird. If there are secret paths and hidden goodies out there, you are the one most likely to find them. If there is someone hurt and in need, you and your bird are first on the scene.


Homing Training

At 1st Level, once you have begun training this bird, you gain proficiency with Cartographer's Tools and with Herbalism Kits, if you did not have them already.

If you leave your bird in a cage or the like, the bird will find its way back to you once released. The bird will cover any distance, but you must be on the same planet and the same plane as it. By this method a small bag can be tied around its leg, as long as its contents weigh no more than 1 pound.

Finally, your bird can carry a Healer's Kit, which you can command it to share with any specific creature within the bird's Scouting Radius.


Dedicated Scout

From 3rd Level onwards, your bird's Scouting Radius is doubled. It has advantage on saving throws to avoid hazards while on a Scouting Mission. When your bird has returned to alert you of something, it can differentiate between whether it was alerted about a humanoid or non-humanoid creature.

Additionally, if you and creatures you choose are moving through an area of difficult terrain that your bird has covered in its Scouting Mission, the amount of extra feet of movement required per foot is halved (rounded down) and you have resistance to any damage which may come from that difficult terrain.


Heightened Senses

At the 7th level, you have learned how to use your bird companion to see further than you can by yourself. If your bird companion is within 40 feet of you, you can use an action to reveal an area around you until the end of your turn. While in this state of improved vision, you can see the locations of all creatures within a 20-foot radius around you that aren't concealed by magic. You can use this feature a number of times per long rest equal to your Wisdom Modifier (minimum 1). You regain all expended uses after taking a long rest.

Additionally, up to twice per short rest, you can use an action to perceive through your bird's senses for 1 minute. You can still use your senses, but you cannot move or take actions while using this feature, except to end the effect on yourself. Your bird must be within your Scouting Radius to perform this action. If you have unlock the Arcane Talons class feature, you can telepathically direct your bird where to go and what, if anything, to focus on.


As the Crow Flies

Starting at 11th Level, on completing a Scouting Mission, your bird is able to relay the basic directions of paths you and your companions can take to reach your destination, along with any obvious hazards and obsticals. Your bird can also make Wisdom (Perception) and Wisdom (Nature) checks to find hidden rooms, passageways, and chests while scouting, and will relay that information if it succeeds on its checks.

Additionally, if your bird finds a creature that is obviously hurt, sick, or otherwise impaired it can communicate that in its scouting report. Your bird can roll a Wisdom (Perception) check with disadvantage to figure out whether a creature is in its normal condition or not. You can spend 30 minutes training your bird in the presence of hurt, sick, or otherwise impaired creatures to remove your bird's disadvantage when determining whether creatures of the same species are in their normal condition or not.

Finally, if you have used your "Fast as the Wind" ability, you remain flying until the end of your next turn. Enemies cannot have proficiency on ranged weapon or spell attacks against you while you are airborne.


High-Class Bird

Starting at 15th Level, your bird can identify ally and enemy humanoids that it has seen you interact with before. It can attempt to communicate the number, speed, and direction of groups of creatures, as well as if they bear any insignia on flags, armor, or the like that the bird recognizes, and if they were attempting to move stealthily or not.

Additionally, if you show your bird a type of treasure (such as gold or jewels) prior to sending it on a scouting mission, the bird will relay the location of any similar treasures it finds while scouting, as well as if there are any creatures or traps protecting said treasures.

Finally, if your bird returns from its scouting mission without being alerted, the DM can choose to flip a coin. If the result is heads, the bird brings back a small, shiny object, like a gold piece or a small piece of jewelry. The bird can communicate where it found the object it brought back to you.


Peregrine

At 18th Level, you understand every specific piece of information it tells you from its scouting missions. You no longer need to roll to understand what your bird is attempting to communicate. Additionally, your bird permenantly gains the effect of the Haste spell while airborne. This also halves the time it takes for your bird to perform its scouting mission.

When you roll for initiative, unless you have been surprised, you and your bird can choose to make either or both of your initiative rolls equal 15. If you take your first turn in combat before your bird, and your bird is within its flying speed away from you, you gain the effect of your bird's Galeforce Wings. This is a free use, it does not count as your bird's turn, and it can be used even if your bird does not know Galeforce Wings.

Finally, you can claim one additional bird, as long as it is the same species as your current bird and is given the Scoutbird subclass. You can only claim a total of two birds by the effect of this feature.


Songbird Specialty[edit]

The sweet sound your bird sings heals the hearts of all who hear. Its alluring movements prove captivating to the masses. Its cries will ring in the ear of your enemies and may tap into the magic of music.


Music Training

At 1st Level, once you have begun training this bird, you gain proficiency with a musical instrument of your choice.

Regardless of the type of creature, your bird now can sing birdsong of your choice. You can communicate commands to the bird with your instrument rather than speaking aloud, and you can add your proficiency when you roll a Wisdom (Animal Handling) check to attempt to understand a message your bird is communicating (or double your proficiency, if you already had proficiency).


Soothing Performance

At 3rd Level, your bird learns the Bard's Song of Rest, which it can perform while you take a short or long rest. If your bird or any friendly creatures who can hear its performance regain hit points at the end of a short or long rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. If those creatures sleep they sleep soundly, unless their sleep is disturbed by magical means.

Your bird can also chirp and sing birdsong on command, giving you a bonus to Charisma (Performance) checks based on your bird's Charisma modifier (minimum 1). If you have given your bird the Pretty Bird training, it provides those benefits while it is within 25 feet of you, not just while it is perched on you.


Mimic

At the 7th level, you have trained your bird to a point that it can better enunciate its messages and intentions. It can now speak certain phrases and short sentences as well as mimic certain noises to communicate more specific details of what it has found on its scouting missions. It can also communicate messages no more than five words long between you and a creature of your choice within its Scouting Radius that the bird is familiar with.


Mockingbird

Starting at 11th Level, you can train your bird to use some basic magic. You and a spellcaster can spend 12 cumulative hours to train your bird to perform 1 cantrip that requires a Verbal component and does not have a Somatic or Material component. You can perform this training any number of times, so long as the spellcaster you are training your bird alongside knows spells that fit the above requirements that your bird does not know. If the effect(s) of a spell your bird casts would normally target the caster, you can also be the target of such effects. Your bird cannot reliably concentrate on spells for longer than 1 Action, and must pass a DC15 Wisdom saving throw to maintain concentration on at the start of subsequent turns.


Diva Bird

Starting at 15th Level, your bird has advantage against being Charmed, as do you if your bird is within 25 feet of you.

Your bird exudes an enchanting aura, literally. As an action the bird can attempt to Charm all creatures that can both see and hear it, except you. These creatures must pass a Wisdom saving throw or be Charmed. Creatures Charmed by your bird will become non-hostile and will spend their entire turn watching your bird. On their turn, Charmed creatures can repeat their saving throw, ending the effect on themselves on a success. Creatures that cannot be Charmed are unaffected.

If you have a full outfit or armor set coated in your bird's feathers, you can also attempt to Charm creatures using the above effect.

Finally, your bird learns to cast Distort Value and Healing Word, which it can cast as though from a 1st Level spell slot. Your bird can cast each spell a number of times per long rest equal to its Wisdom modifier (minimum 1).


Parrot

At 18th Level your bird becomes unnaturally talented. It can fluently speak any language you can speak, allowing you to fully understand it and for it to communicate with creatures that can understand any languages you speak. It still cannot reliably remember messages more than five words long, but it can summerize any message it is told to deliver.

Additionally, your bird can cast the Glibness spell on you or on itself once per long rest. It can also cast the Power Word Stun spell once per long rest. Finally, it can cast Healing Word as a 1st Level spell an additional 5 times after a long rest.


Raptor Specialty[edit]

Your bird is a natural hunter, but under your tutelage it borders on being a supernatural predator. Creatures that your bird has mastered hunting stand little chance of escape.


Prey Training

At 1st Level, once you have begun training this bird, you gain proficiency with Wisdom (Nature) checks and saving throws, if you did not have proficiency already.

Regardless of the type of bird, your bird has advantage on Wisdom (Survival) checks to track Beasts and has advantage on attack rolls against Beasts. Additionally, if your bird is the same size or is larger than a Beast, it can attempt to grapple the creature.

Finally, your bird will fetch incapacitated or dead Beasts of the same size as or smaller than your bird and bring them to you.


Prey Drive

Starting at 3rd Level, you automatically understand when your bird attempts to communicate that it spotted creatures that it has advantage on attack rolls against. If you and your bird are within 25 feet of each other, you gain any attack advantages and bonuses that your bird has against creatures you can see.

Additionally, after returning from a Scouting Mission, your bird can attempt to communicate the most dangerous type of creatures it spotted as it scouted, as well as their locations.


Harrier

At the 7th level, your bird has been trained to seek out multiple opponents, even those that are behind cover. During your turn, you can use a bonus action to send your bird to mark up to 2 creatures within a distance your bird can reach using its flying speed. Whenever you hit a marked target with an attack, your attack deals an additional 1D8 + your Dexterity modifier bonus magical slashing damage and you gain 10 feet of walking speed until the end of your turn. After hitting a marked creature with an attack, the mark disappears. You can mark creatures with this feature up to 3 times, afterwards you cannot use this feature again until you complete a long or short rest. After marking any number of creatures, your bird companion returns to its original location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.


Prey Training Improvement

Starting at 11th Level, you and your bird have significant experience studying, tracking, and hunting a certain type of enemy. Choose a type of enemy: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoids.

Your bird has advantage on Wisdom (Survival) checks to track the selected creature(s) and has advantage on attack rolls against them. Additionally, if your bird is the same size or is larger than the selected creature(s), it can attempt to grapple the creature. Your bird will fetch the selected type of creature(s) if they are the same size as or smaller than your bird when they are incapacitated or dead and bring them to you.

Finally, if you or your bird hit a creature your bird has advantage on attack rolls against with a weapon attack (including natural weapons) that deals piercing, slashing, or bludgeoning damage, you and your bird can replace the damage roll with half the maximum amount of non-critical damage possible. You can replace the damage roll with that number after making the roll but before applying the damage.


Bird of Prey

At 15th Level, as an action, your bird can become your size for a number of minutes equal to your Falconer level once per long rest. While your bird is larger than its normal size, it deals double damage on all its attacks on creatures its size or smaller. You can end the effect early as an action.

Your bird has advantage on Wisdom (Survival) checks to track airborne creatures of any type and has advantage on attack rolls against them. Additionally, if your bird is the same size or is larger than an airborne creature, it can attempt to grapple the creature.


Osprey

At 18th Level your bird becomes an apex predator. As an action, your bird can become one size larger than you for a number of minutes equal to your Falconer level once per long rest (in addition to the effect from the Bird of Prey feature).

Any creature your bird attacks and does not kill is marked. Whenever you hit a marked target with an attack, your attack deals an additional 1D8 + your Dexterity modifier bonus magical slashing damage and you gain 10 feet of walking speed until the end of your turn.

Finally, if your bird has advantage on an attack roll and it has proficiency with a martial weapon, it can attack with that weapon after your bird attacks with its natural weapons.


Trickbird Specialty[edit]

Silent as night and innocuous as a common bird in a busy city, your bird has sticky talons and a slippery tongue. Together, you and your bird are going to get into and out of trouble any time the chickens come to roost, so to speak.


Sly Training

At 1st Level, once you have begun training this bird, you gain proficiency with Thieves Tools, if you did not have it already.

Your training has barely begun, but already things tend to work out well for you and your bird. Up to twice per long rest your bird can cast either the Bless or Bane spells (both at 1st Level).


Eagle-Eyed and Silver-Tongued

At 3rd Level onwards, your bird seems to be a magnet for easy marks. If you have the Pretty Bird feature, while your bird is perched on you, you can add your bird's Wisdom modifier (minimum 1) to any check required to find an item of value, as well as to any Wisdom (Deception) checks you might roll.

Additionally, once per long rest, if your bird is within 25 feet and you when you fail a Sleight of Hand check (unless you rolled a critical fail) you can, as a reaction, signal your bird. Your bird will flutter about in front of the person or people you failed to rob from. If the person or people fail a Wisdom saving throw, you can either walk away without your failed theft being detected or attempt another Sleight of Hand check without proficiency.

Finally, you can give your bird 1 dagger and 1 lockpick. If you are captured or otherwise incapacitated, your bird will remain within your Scouting Radius and can attempt to supply you with your dagger and lockpick at your signal. Your DM may require you to roll Dexterity (Stealth) checks as necessary.


"Magic" Tricks

At the 7th level, you learn how to dislocate your bird's bones without hurting it. Your bird can be stashed in places that would normally accomidate a creature one size smaller than your bird (or places too small to normally accomidate a Tiny creature, if your bird is Tiny).

When you roll for initiative, you can have your bird hide. If it successfully hides prior to the first round of combat, or otherwise is out of sight when combat starts, it does not enter the combat initiative. On your first turn, as a bonus action, you can have the bird emerge, allowing it to surprise attack one opposing creature. If that creature has not performed its first turn in combat, it is Surprised and cannot move or take an action on its first turn. Your bird then rolls initiative. It does not take its first turn until the second round of combat.

Finally, your bird has the uncanny ability to make anything it is carrying look as though it has disappeared. While your bird is carrying something, creatures apart from yourself must pass an Intelligence (Investigation) check or will fail to see that your bird is carrying anything at all. Creatures have advantage on that check if the bird is carrying something its size or larger.


Sleight of Beak

At the 11th level, if your bird companion is on a scouting mission or in combat and is within 25 feet of a creature, you can use a bonus action to have your bird companion make a Sleight of Hand skill check to steal an item from that creature that it can carry back to you. The item it takes must be light enough for it to reasonably carry. After attempting to steal an item, your bird companion returns to its location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. You can use this feature a number of times per long rest equal to half your bird companion's Dexterity modifier (rounded down).

Additionally, on each of its turns in combat your bird can use a bonus action to take the Dash, Disengage, or Hide action. If you are wearing clothes that cover your body or a hat that covers your head, and you are at least one size larger than your bird, your bird can Hide in your clothes.


Sticky Talons

At 15th Level you and your bird gain proficiency in Sleight of Hand, or double proficiency if either already had proficiency. Also, if your bird has completed a Scouting Mission in the area within the last 2 hours and is within 25 feet of you, both you and your bird have advantage on Dexterity (Stealth) checks.

Your bird can carry any items that you can normally carry, and can use your Strength stat (if it is higher than the bird's) to determine if it can lift an object. However, while your bird is carrying something larger and/or heavier than it normally could, its flying speed is halved.

Your bird can perform the Disarm action with its natural weapons, and gains a +5 hit bonus when doing so. If a creature is successfully Disarmed and the bird uses Dash as a bonus action, it can pick up the item it knocked free of the creature's grasp and attempt to fly it to you.

Finally, if your bird lands a melee hit against a creature wearing armor, your bird can halve the damage of its attack in exchange for cutting fabric, loosening armor straps, or repositioning plates into compromising positions. Roll 1D4: reduce the creature's AC by that amount. The creature can use an action to restore up to 3 AC on its turn. If the armor would normally provide resistance to slashing, piercing, or bludgeoning damage, it does not provide that resistance until it has been fully restored.


Caracara

At 18th Level, your bird has no trouble getting into and out of places it's not supposed to. Up to twice per long rest, so long as nobody is looking at it, your bird can enter the Ethereal Plane for 1 minute, appearing in the nearest unoccupied space when the duration ends. Once per long rest, if your bird is reduced to half its Maximum Hit Points or less, as long as its current Hit Points is greater than 0, it can use its action to enter the Ethereal Plane for 1 hour. This effect cannot end early unless the bird dies or is forced out of the Ethereal Plane by an outside force.

Your bird carries and is proficient with Theives Tools. If you are your bird are both attempting to use your Theives Tools against the same object, you both gain double proficiency.

While on a Scouting Mission, your bird will automatically search corpses and unguarded, unlocked containers within its radius, and will bring any food or items of value back to you. Your DM can have your bird roll checks as necessary.

If you attempt to disguise your bird, whether magically or not, you have advantage in doing so, if advantage can be applied. Your bird will alter how it flies and sounds to better sell the disguise, or if disguised as a non-flying creature will use its movement speed instead of flying.

Finally, your bird gains a special reaction that it can use on every hostile creature's turn. If you or a friendly creature within 25 feet of you is attacked while your bird is also within 25 feet of the attacking creature, after the attack has hit or missed, your bird can use its special reaction to perform a Sleight of Hand check or attempt to Disarm the attacking creature. Your bird then returns to its previous location. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this special reaction. Your bird cannot use its normal reaction and its special reaction on the same turn.


Warbird Specialty[edit]

A dedicated fighter, prizing defense above all else. Your bird will interpose itself where it can, imposing disadvantages to your enemies and protection to your allies. This bird is as dependable as a steel shield and as sharp as a steel sword.


War Training

At 1st Level, once you have begun training this bird, you gain proficiency with heavy armor and shields, if you did not have proficiency already.

You have begun training your bird to tank damage. From 1st level onwards your bird's Constitution score becomes equal to yours + 4 (max 20), if it was not higher before.


Relentless Assault

At the 3rd level, whenever you use a bonus action to use the Blinding Assault feature, your bird may make an additional melee attack on the same targeted creature. Creatures hit by Blinding Assault have disadvantage on their next attack roll.


Feather Fluster

At the 7th level, if your bird companion is within 25 feet of you, you can use a bonus action to send your bird companion to distract a creature within 25 feet of you. The distracted creature must make a Wisdom saving throw or lose concentration on their spells and must attack your bird with disadvantage on their next turn. You can use this feature a number of times equal your Wisdom modifier (minimum 1). You regain all expended uses after taking a long rest.


Bulwark

Starting at 11th Level, you can order your bird to protect a creature of your choice for 1 minute. That creature's AC becomes equal to your bird's AC or is increased by your bird's Dexterity modifier, whichever result is higher. Your bird gains resistance against all attacks while using this feature. Your bird cannot attack while using this feature, and must remain within 5 feet of the targeted creature for the duration. You can end the effect early as a bonus action.


Aim for the Eye

At the 15th level, when your bird companion attacks a creature with the Blinding Assault feature, you can choose to also have that creature make a Constitution saving throw or become blinded for 1D6 + 1 turns. Once a creature has been blinded by this effect, it cannot be blinded by this effect again for 1 hour.


Warhawk

At 18th Level your bird becomes as much a beast of war as you are. It gains resistance to nonmagical piercing, slashing, and bludgeoning damage, or immunity if it already had any of those resistances.

If your bird is within 25 feet of you, it automatically performs a Blinding Assault against any creature that attacks you, successfully or not, within 25 feet of you.

Any time your bird hits a creature, it deals bonus slashing damage equal to twice your Wisdom modifier (minimum 2).

Finally, your bird gains a free use of the On Wings Like Eagles ability without having to rest, which it can use once per long rest, even if you do not have the On Wings Like Eagles feature. If you have used the On Wings Like Eagles ability, immediately after that effect ends you can make weapon attacks against all creatures within your weapon range. You do not take fall damage for one turn after On Wings Like Eagles ends.


Falconer Specialties, Wave 2[edit]

Here's the second wave of subclasses for the Falconer, Variant class. These are feature complete, but not totally well-balanced. Balancing and flavor edits are welcome!


Flockbird Specialty[edit]

Your bird is less your compatriot and more your caretaker, especially when it comes to taking care of your flock. "It was your idea to keep so many unruly eggs in your nest" your bird seems to remind you on a consistent basis. Still, when your flock is fully mobilized there a few enemies that can stand against them.


Social Training

At 1st Level, once you have begun training this bird, you gain proficiency with Wisdom (Survival) checks and saving throws, if you did not have that proficiency already.

You train this bird to reject its flighty instincts and adopt a more civilized stance. Your bird will not attack any creature, even at and beyond Level 3. Your bird can add your proficiency bonus to any check or saving throw it makes that you have proficiency in.


A Rousing Squawk

Starting at 3rd Level, your bird begins to influence creatures around you. While your bird is conscious and not incapacitated, CR 0 creatures within 25 feet of your bird will not be hostile to it or to creatures you choose. As an action, your bird can perform a Wisdom (Animal Handling) check to convince all CR 0 creatures, up to four CR 1/8 creatures, up to two 1/4 creatures, or one CR 1/2 creature within 25 feet of your bird to attack a creature of your choice (your bird must remain within 25 feet of these creatures while they attack). Your bird has advantage on the roll if the targets creatures are Beasts, and succeeds automatically if the target creatures are the same type of creature as your bird.

Creatures cannot be convinced by this feature to attack other creatures that they are loyal pets of or are currently charmed by.


The Flock

At the 7th level, your bird has learned to mimic you well enough to aid in training other birds. You can claim one bird, in addition to your Flockbird. This additional bird is the start of a Flock, a group of birds you have claimed (excluding your Flockbird) which can be of any Falconer subclass except the Flockbird subclass. You must train new birds in your Flock as outlined in the Avian Companionship section of the Falconer class. Birds in your Flock can be trained up to the Level of your Flockbird.

In order to maintain loyalty with multiple birds, you must spend at least 1 uninterrupted hour every three days training or otherwise exclusively using each of your birds (including your Flockbird). You can do this as an action outside of combat, or once during a long rest.

If you fail to spend the required time with one of your birds, at sunrise of the third day since you last spent the required time with that bird, you must roll a Wisdom (Animal Handling) check. On a fail your bird leaves (if it can), loses all the training you have given it, and takes with it all items you've given it. If you fail this check with your Flockbird, your entire Flock leaves instead. This check is repeated once every subsequent sunrise until you have spent the required time with your bird or until it leaves.

If your Flockbird dies, you can no longer command your Flock, except to have them spend 1 hour every three days with you to maintain loyalty. Your Flock will remain within their Scouting Radius of you, and you will be required to continue providing any maintenance on them. You will be able to command your Flock again once you train a new Flockbird to 7th Level. Alternatively, you can choose to forgo claiming a new Flockbird, choose a bird from your Flock, and excuse any additional birds you might have. That chosen bird will then be treated as your only bird and will operate its subclass as normal.


Bird Herder

At the 11th level you and your Flockbird have learned to take multiple birds under your wings. In addition to your Flockbird, you can claim a number of birds for your Flock equal to your Proficiency bonus. However, the higher the number of birds in your Flock the more subclass features will be deactivated. Features may activate if the Flock diminishes, and may deactivate if the Flock grows. Refer to the table below.

Birds in Flock Level Features Deactivated
1 18
2 15, 18
3+ 11, 15, 18


Birds of a Feather

At 15th Level you and your Flockbird have learned to better optimize your Flock. If you claim two birds in your Flock of the same type and subclass (such as two Eagle Warbirds, two Hawk Scoutbirds, or two Swallow Songbirds), those two birds count as a single bird for the purposes of your Flockbird's Bird Herder Feature. You must still maintain and spend time with each of your birds.


Flamingo

At 18th Level, your Flockbird becomes an extension of yourself and fully embodies your Flock. Your Flockbird cannot die of natural causes while you live. Your Flockbird gains the ability to telepathically communicate simple messages with you, as long as you are both on the same plane.

While your Flockbird lives, you can choose to magically customize the appearances of your Flock, as though the birds were under an Illusion spell. These birds cannot appear to be a different creature or be a different size, but can be different colors, emit dim light up to 20 feet away, or other aesthetic changes at your DM's discretion.

When one bird in your Flock is magically transformed, you can choose to have all birds in your Flock experience the same transformation for the duration.

Choose one of the two abilities below (Control Bird or Bird Sanctuary). Your Flockbird will learn that ability, which you can activate once per long rest as an action.

  • Control Bird: You and a number of willing creatures numbering no more than the number of birds in your Flock can fall into a trance and take direct control of birds in your Flock for up to 24 hours. Your Flockbird must remain within 25 feet of your physical form throughout this time, or else the effect ends on you.
While in this trance, the creatures are blinded, deafened, and cannot perceive their surroundings. They retain their memories, morality, Intelligence and Wisdom scores, and languages they understand while controlling a bird, but cannot speak if the bird they control cannot speak. Each creature's spell-casting ability is replaced with the bird they control's spell-casting ability, if it has any. Birds in your Flock under the control of a creature by this effect can travel up to double their usual Scouting Radius away from your physical form. Traveling beyond that radius ends the effect on that creature.
Each creature can choose to end the effect early as an action, relinquishing control of their bird and regaining full control of their body. If you, the Falconer, end the effect on yourself then it ends for all other creatures as well. The effect also ends for a creature if their physical form takes damage. Birds that were previously under the control of a creature by this effect will return to you when the effect on them ends.
  • Bird Sanctuary: You can designate an area of nature, such as a forest or grassy plain or warm coastline, of up to twice your Flockbird's Scouting Radius. Your Flockbird and your Flock will remain in that area and sustain themselves, if their natural prey or reasonable equivalents exist in the area, for the duration. The time your birds spend under the effect of Bird Sanctuary does not count against the three-day time limit set by your Flockbird's "The Flock" feature.
The duration of Bird Sanctuary is determined by the amount of time you spend setting it up. The Bird Sanctuary has a duration of 1 hour per minute you spend setting it up, up to 60 hours. For every hour after the first you spend setting it up, the Bird Sanctuary lasts for an additional 5 days. If you spend 24 hours setting up your Bird Sanctuary, its duration becomes indefinite. You cannot use this time as part of a short or long rest.
The presence of your Bird Sanctuary will begin to affect the local area after long enough. If your Bird Sanctuary has been in effect for a week, the plant life in the area becomes healthier and will become overgrown, making the area difficult terrain. Local animals will flourish in the area, so that there should always be enough prey for your Flock as long as there are no external events to drive them away. Creatures of the same type as those in your Flock will migrate to the area, if they were not there already, and will coexist peacefully with your Flock.
If your Bird Sanctuary remains in effect for a month or more, the birds in your Flock will start mating with compatible birds in the vicinity. Their offspring will receive the training you gave their parents, perpetuating your Flock's readiness, even if the parents should die. The mature offspring of your Flock will inherit their forebearer's ability scores, skills, proficiencies, HP, AC, and subclass.
While your Bird Sanctuary is in effect, you can take one bird from your Flock with you. That bird will obey your commands as always, but cannot telepathically receive your commands and is still limited by the Level limit imposed by the Flock. At any time you can send that bird back to your Bird Sanctuary and telepathically command your Flockbird to send another bird from your Flock to your location, so long as you are within three day's flight from your Bird Sanctuary.
You can end your Bird Sanctuary as an action, telepathically communicated to your Flockbird. The Bird Sanctuary also ends early if the duration expires, if your Flockbird is killed, if more than half the area within your Bird Sanctuary is destroyed to the point that your birds cannot use it, or if there is no longer enough prey to support your Flock. When the Bird Sanctuary ends, your Flock will attempt to fly back to you. If you are more than three days flight away, or are not on the same planet, your entire Flock will disperse.

Mimicbird Specialty[edit]

Some are satisfied if their birds are dressed like them. Some look for a bird that can speak like they can, or can do tasks like they can. Your bird must be special - it must not just become "like" something else, it must "become" something else. Go far enough down this road, and you may start to wonder whether your bird has changed to better fit you, or if you have changed to fit your bird.


Actualization Training

At 1st Level, once you have begun training this bird, you gain proficiency with Wisdom (Nature) checks and saving throws, if you did not have it already.

As an action, your bird can study an unintelligent living creature within your Scouting Radius. After 1 minute of studying your bird can roll a Wisdom (Nature) check to understand the principles of that creature and its species. For each additional minute of study your bird can repeat that check until it succeeds. It makes that check with advantage if it is studying another flying creature, and disadvantage if it is studying it's natural prey. On a success, your bird gains AC equal to your proficiency bonus against that creature specifically, and adds your Wisdom modifier (min 1) to any checks made to track members of that creature's species.


Avian Mimicry

At 3rd Level, your bird has begun to tap into the transformational powers of nature. As an action, your bird can transform into a CR 1/4 or lower Beast for 1 hour. That CR limit increases to 1/2 at Level 7, 1 at Level 11, 4 at Level 15, and 8 at Level 18. Your bird must have succeeded on its Wisdom (Nature) check against that creature's species prior to taking this action, as detailed in the Actualization Training feature.

Your bird's Intelligence ability score remains the same, regardless of the normal Intelligence of its new form. If your bird transforms into a creature with a flying speed and which can reasonably perform the same actions as your bird's normal form, your bird can use its class features in that new form. All other abilities and ability scores, including Hit Points and Hit Dice, are replaced by that of the new creature.

When your bird reverts to its normal form, it returns to the number of hit points it had before it transformed. However, your bird also reverts back to its normal form as a result of dropping to 0 hit points, and any excess damage carries over to its normal form.

Your bird can perform this action a number of times per long rest equal to your Proficiency modifier.


A Winged Reflection

At the 7th level, you can, as an action, transform into a duplicate of your bird for 1 hour. Your bird must be within its Scouting Radius from you in order to accomplish this transformation.

When you transform, you assume your bird's Hit Points, Hit Dice, Strength, Dexterity, and Constitution ability scores, any proficiencies, advantages, weaknesses, and disadvantages, and all actions, abilities, and class features your bird has. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, you also revert back to your normal form as a result of dropping to 0 hit points, and any excess damage carries over to your normal form. If you revert to your normal form while airborne, you fall.

You can perform this action a number of times per long rest equal to half your bird's Level (rounded up). You can repeat this action before the effect ends to remain in bird form for another hour.


Doppelganger

At 11th Level, your bird can, as an action, transform into a duplicate of you for 1 hour. Your bird must be within its Scouting Radius from you in order to accomplish this transformation.

When your bird transforms, it assume your Hit Points, Hit Dice, Strength, Dexterity, and Constitution ability scores, any proficiencies, advantages, weaknesses, and disadvantages, and all actions, abilities, and class features you have. It can also speak and write in any languages you know, but it must pass a Charisma (Deception) check to convince others that it is an intelligent creature, like you. It makes that check with disadvantage against anyone who is familiar with how you speak or write. Any clothes or armor you are wearing will be duplicated on your bird, but the clothes or armor on your bird cannot be enchanted. Any clothes or pieces of armor removed from your bird harmlessly explode into a cloud of feathers once your bird reverts to its normal form. Other items and weapons you have are not duplicated by this effect.

When your bird reverts to its normal form, it returns to the number of hit points it had before it transformed. However, your bird also reverts back to its normal form as a result of dropping to 0 hit points, and any excess damage carries over to its normal form.

Your bird can perform this action a number of times per long rest equal to your Proficiency bonus. Your bird can repeat this action before the effect ends to remain in Doppelganger form for another hour.


Indistinguishable Mimicry

Starting at 15th Level, your bird has grasped understanding on a much greater variety of creatures. When your bird transforms using its Avian Mimicry feature, it can transform into any creature type, not just Beasts.

Additionally, your bird can expend uses of its Avian Mimicry feature on other willing creatures it is perched on, transforming them the same way your bird transforms. Creatures transformed by your bird's Avian Mimicry feature return to their normal forms once the effect ends.


Bird of Paradise

At 18th Level, your bird can use its Avian Mimicry feature an unlimited number of times to transform into creatures of CR1 or lower. It can also augment and adjust its normal form, changing its size, feather colors and patterns, and other aesthetic changes after reverting back to its normal form.

Creatures with clothing or armor coated in your bird's feathers can use your bird's A Winged Reflection feature, and your bird can use its Doppelganger feature to become a duplicate of them.

Finally, once per long rest while your bird in its normal form is perched on you, it can cast the True Polymorph spell on you. It must maintain concentration and remain within your Scouting Radius to maintain the effect, which it can for up to 1 hour. You cannot become the new form indefinitely unless you are being changed by this effect into your normal form.


Soulbird Specialty[edit]

Your bird is more than a companion, it feels like an extension of yourself. The longer you spend with your bird, the more of its natural talents you pick up and the more it reacts to your intentions. Along your journey, you and your bird's paths cross more and more, and after a long enough trek there will be no difference between where you step and where your bird's shadow lands.


Speed Training

At 1st Level, once you have begun training this bird, you gain proficiency with Strength (Athletics) checks and saving throws, if you did not have proficiency already.

Your bird has begun bonding with your spirit, sharing some of its alacrity with you. You gain +5 movement speed while you are not wearing armor or wielding a shield. This increases to +10 at 7th Level, +15 at 11th Level, +20 at 15th Level, and +25 at 18th Level. Additionally, your bird's flying speed always matches your movement speed, if it is not naturally faster.

When you and your bird roll initiative, you can reassign the results so that you can use your bird's initiative roll and vice versa. Alternatively, you can discard the higher initiative roll and have you and your bird use the same initiative.


Striking Talons

At 3rd Level, your bird has grown close enough that it can follow in the wake of your movements. When your bird takes the "Help" action and it is able to fly, it orbits within 25 feet of you until the start of its next turn, when it can choose to repeat the action without interruption or take a different action. The following effects are active while your bird is orbiting, in addition to the effect of the "Help" action:

  • Your unarmed strikes deal 1D4 slashing damage instead of your normal unarmed damage.
  • You can use either your Strength or Dexterity score when making an unarmed attack.
  • When you make an unarmed attack, immediately after that attack, your bird makes an attack of its own against the same creature.
  • You and your bird gain AC equal to half your Proficiency bonus (rounded up). If you are not wearing armor or wielding a shield, you and your bird also gain AC equal to your Proficiency bonus.
  • If you bird performs a Blinding Assault against a creature within your melee range, you can perform 1 unarmed attack against the same creature.


Bird of Omen

At the 7th Level, when you perform the Dodge action on your turn, you can have your bird teleport to an unoccupied space within 25 feet of you so long as your bird is conscious and not incapacitated.

Additionally, your bird's Striking Talons feature gains the following effects while active:

  • Your unarmed strikes deal 1D6 slashing damage, rather than 1D4.
  • Your jump height is tripled.
  • Your unarmed strikes and your bird's natural weapons gain the effect of the Elemental Weapon spell (at 3rd Level) for the rest of the turn.


Bonded Souls

At 11th Level, even when you and your bird are separated, you can feel it nearby. Up to twice per short or long rest, as an action, you can call upon your bird. Wherever your bird is, it and anything it is carrying enter the Ethereal Plane, teleport to a location within 25 feet of you, and remain there for 1 minute. You gain any boons granted when your bird is within 25 feet of you. When that minute is up your bird returns to its prior location and exits the Ethereal Realm, along with anything it was carrying.

Additionally, your bird's Striking Talons feature gains the following effects while active:

  • Your unarmed strikes deal 1D8 damage, rather than 1D6. They also count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.
  • You gain a free use of your reaction on your turn.
  • Once per turn, after you successfully hit a creature with an unarmed attack, you can afflict that creature with the effect of the Elemental Bane spell (at 4th Level) until the end of their next turn. The effect does not take place until after you have completed that attack.


Fervent Duel

At 15th level, your bird can compel the target of your anger to face you. Once per short or long rest, you can attempt to compel a creature within 300 feet of you into a duel for up to 10 minutes. That creature must make a Wisdom saving throw, with disadvantage if they are already hostile towards you (they can choose to fail the throw). On a failed save, the targeted creature, now your opponent, is drawn to you, and is compelled to duel you.

For the duration, your opponent cannot teleport or use planar travel, and must succeed a Wisdom saving throw each time it attempts to attack or cast a spell against a creature aside from you. If they fail that check, your opponent targets you for their attack or spell instead. Other creatures (aside from your bird) must succeed a Wisdom saving throw each time they attempt to attack either you or your opponent. You, your bird, and your opponent gain resistance to all damage types, except Bludgeoning, Piercing, and Slashing.

Non-hostile flying creatures fly clockwise in a circle above you, at a radius equal to your movement speed. A gentle wind also blows clockwise around you for that same radius. Non-magical difficult terrain in the radius is no longer difficult terrain for you and your opponent, while all non-magical terrain within the radius becomes difficult terrain for all other creatures. Any non-magical darkness in the radius is replaced with dim light and you, your bird, and your opponent glow, shedding bright light for 5 feet and dim light for 15. Finally, neither you nor your opponent take fall damage.

The effect ends if you or your bird attack any other creature, if a creature friendly to you (aside from your bird) damages your opponent or casts a harmful spell on your opponent, or if you end your turn more than 500 feet away from your opponent.

Additionally, your bird's Striking Talons feature gains the following effects while active:

  • If you perform the Dash action, you instead gain a flying speed equal to twice your movement speed. You begin to fall at the end of your turn.
  • If a creature makes a successful attack roll against you or your bird, or you or your bird are caught in a damaging AOE, you can use either your reaction or your bird's reaction to turn that hit into a miss or to escape the AOE. However, you cannot use the Attack action on your next turn.


Goshawk

At 18th Level, your bird seems to fully share your soul, and distance between you two becomes irrelevant. Three times per long rest, if your bird is outside its Scouting Radius from you, as an action you can perceive through your bird's senses and speak through its mouth for 1 minute. You and your bird must be conscious, or else the action fails.

Additionally, within 10 minutes of using the Dodge action to have your bird teleport to your location, you can use an action to teleport your bird back to where it was previously.

Finally, your bird's Striking Talons feature gains the following effects while active:

  • Your unarmed strikes deal 1D10 damage, rather than 1D8.
  • If you take the Dodge action, you and your bird can enter the Ethereal Plane until the start of your next turn. If you are in a Fervent Duel, your opponent can still see you.
  • Your bird can use On Wings Like Eagles or Galeforce Wings (if it knows either) an unlimited number of times if you are in a Fervent Duel. However, if the number of times your bird activated either On Wings Like Eagles or Galeforce Wings is greater than they normally could, once the Fervent Duel ends you must roll 1D6 for each excess time your bird used either ability. The result is the number of hours after your Fervent Duel ended that your bird must rest before it is able to fly again.


Swapbird Specialty[edit]

Your bird is loyal, but a bit of a birdbrain. Fortunately, you have learned how to make your bird do the tedious brute work - trading bodies with it! While your bird is wading into battle against the gnawing and biting horde, wearing your hot and exhausting armor, you can sit pretty and support it. Or you can fly further down the way, see if there is something that requires your big brain while your bird deals with the minions for you. What's the worst that could happen?

This one gets confusing in a hurry. Here's some terms, hopefully they will help keep things straight.

  • Your PC = your character's body directly controlled by you.
  • Your BB = your bird's body directly controlled by your bird.
  • Your PB = your bird's body directly controlled by you.
  • Your BC = your character's body directly controlled by you.
  • You = your body, regardless of whether you or your bird are directly controlling it.
  • Your bird = your bird's body, regardless of whether you or your bird are directly controlling it.


Swap Training

At 1st Level, once you have begun training your bird, you gain proficiency with heavy armor and improvised weapons, if you did not have those proficiencies already.

As an action, you and your bird can swap bodies for up to 24 hours. Your bird must be perched on you in order to make this action. For the duration, you control your bird's body and your bird controls your body (PB and BC). You and your bird retain your Intelligence, Wisdom, and Charisma proficiencies, as well as understood languages, and while swapping bodies. You can retain or swap ability scores so that you have the higher Intelligence, Wisdom, and Charisma scores between you and your bird - all other scores, abilities, proficiencies, and class features are swapped. Unless your bird could normally speak in its body, it cannot speak while controlling your body.

Once you gain the Arcane Talons feature, you can telepathically send messages to your BB or BC regardless of whether you are controlling your PC or PB.

You can end this effect early as an action as your PB while perched on your BC. If you die while in your PB, you immediately return to your body if it is within your bird's Scouting Radius, and your bird's mind is lost along with its body. Otherwise your bird retains control of your body permanently, and you are lost. If your BC is killed while you are in your PB, you retain control of your bird's body permanently.


The Angel on Your Shoulder

At the 3rd level, you gain the ability to speak while controlling your PB. If your BC's face is currently hidden behind a helmet or a mask or the like, you can magically speak and hear through the helmet or similar while you, as your PB, are within your bird's Scouting Radius.

If your PB starts your turn perched on your BC while your BC is fully suited in heavy armor, you and your bird gain temporary HP each turn equal to 1/10th of your BC's normal Max HP (rounded up) for up to 1 minute.

Finally, your bird's body becomes so lightweight you barely feel it. No matter its size, your bird's body is treated as Tiny for the purposes of determining its weight.


Knocking and Locking

At the 7th level, your bird learns to cast the Knock and Arcane Lock spells, either of which it can cast a number of times per short or long rest equal to double your proficiency bonus + your bird's Charisma modifier (min 1). Any Arcane Lock spells your bird casts are automatically dispelled 1 minute after you or your bird are no longer within 25 feet of the spell location.


Disembodiment

At 11th Level, your bird gains the ability to become incorporeal. Once per short or long rest, as an action, your bird's body becomes ghostlike and weightless for up to 1 hour. While incorporeal, your bird's only method of movement is a flying speed equal to your movement speed. Gravity does not effect your bird, allowing it to remain motionless in midair relative to you, even when stunned or otherwise incapacitated. Your bird can enter and occupy the space of another creature, and can pass through solid obsticals. Your bird has immunity to nonmagical damage, and automatically succeeds Strength, Dexterity, and Constitution saving throws. Your bird cannot attack while incorporeal, but it can still speak, interact with objects, use its spells and abilities, and remain perched on you.

This effect ends if your bird moves beyond its Scouting Radius, or as an action while perched on you.


Overlay

At the 15th level, you can take control of your PB indefinitely, instead of only for 24 hours. All other means of ending this effect still apply.

As an action you can have your PB merge with your BC's helmet. This counts as being perched on your body. While in this state, your PB is incorporeal and invisible. You retain your senses and you can look and listen in any direction, centered on the helmet. You gain access to the Message cantrip while in this form. You cannot take damage or make Strength, Dexterity, or Constitution checks or saving throws. You cannot move and can only speak, cast Message, use your action to end this effect, and, if the helmet is coated in your bird's feathers, have the helmet shed bright light for 15 feet and dim light for 30 feet for one round on your turn. Meanwhile, your BC becomes immune to poison and disease, any curses or other negative magical effects are suspended, and either its Strength or Dexterity ability score (your choice) becomes equal to 20.

You can end this effect early as an action. The effect also ends if the helmet is doffed or destroyed. When the effect ends, your PB reappears either perched on your BC or in the nearest unoccupied space.


Nightingale

Starting at 18th Level you no longer have any penalties to Dexterity (Stealth) checks or movement restrictions due to wearing heavy armor. When you successfully Disarm another creature, you can use a free action to pick up the dropped item. If the dropped item is a weapon you have proficiency with, you can also sheath your own weapon and, as a bonus action, attack using the dropped weapon.

Additionally, as an action while perched on your BC, your PB can know the location of all hostile creatures within 30 feet of your BC, including creatures which are invisible or hidden, and can communicate those locations to your BC.

Finally, as an action creatures friendly to you and within sight of you gain the effect of the Sanctuary spell for 1 minute. These creatures must be more than 30 feet away but less than 200 feet away from you and cannot make an attack, cast a spell that affects an enemy, or deal damage to another creature, or else the effect ends. This action can be repeated once per turn.


Multiclassing[edit]

  • Wisdom Score of 13 or higher AND/OR Proficiency in Wisdom (Animal Handling) checks.
  • Must have a corporeal body of size Small or larger with at least one place a bird can reasonably perch.

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