Falconer, Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 00:26, 14 March 2019 (MDT) because: Class features stop after 7th level. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Falconer[edit]

<!-Introduction Leader->[edit]

Creating a Falconer[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

Armor: Light Armor, Shields
Weapons: Simple Weapons, Crossbows, Longbow, Rapier, Scimitar, Shortsword, Whip
Tools:
Saving Throws: Wisdom, Dexterity
Skills: Animal Handling, and choose two from Nature, Survival, Stealth, Perception, Deception, Persuasion, and Acrobatics

Equipment

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

  • Leather armor
  • (a) A hand crossbow and 20 bolts or (b) A heavy crossbow and 20 bolts or (c) A longbow and a quiver of 20 arrows
  • (a) A shortsword and a shield or (b) Two shortswords
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The

Level Proficiency
Bonus
Features
1st +2 Raptor Pet
2nd +2 Fighting Style
3rd +2 Falconer Focus
4th +2 Ability Score Improvement, Raptor Communication, Scouting Ahead
5th +3 Extra Attack
6th +3 <!-Class Feature2->
7th +3 <!-Class Feature2->
8th +3 Ability Score Improvement, <!-Class Feature2->
9th +4
10th +4 Coke
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Raptor Pet[edit]

At 1st level you gain a bird companion to join you on your adventures and assist in various ways. Choose from eagle, owl, raven, or vulture. Your raptor will obey your commands to the best of their ability. You can use your action to verbally command the raptor to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. The raptor may use its reaction, such as an opportunity attack without a command.

If you become incapacitated the raptor will defend you and itself while acting on its own.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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. As normal, you can't increase an ability score above 20 using this feature.

Falconer Focus[edit]

At 3rd level, you begin to focus on one species of bird and learn how it gains advantage in certain situations. Choose a Falconer Focus.

Raptor Communication[edit]

At 4th level, you are now able to communicate basic ideas to your raptor and other beasts. All beasts can now understand your speech and you can decipher the basic motions and sounds of them. Many beasts do not have the intelligence to convey or carry out complicated ideas, yet may be able to convey events in the recent past. During combat you must take an action to give your raptor a command such as "Attack the thief until he is dead." The raptor will then carry out the command on their next turn.

Scouting Ahead[edit]

At 4th level, you are able to send your raptor ahead on a scouting mission. Before scouting ahead you must give at least one simple instruction or a series of simple instructions. An example is "Fly north until you see a castle. Count the guards at the main gate once there. Look for traps in the woods on the way back. Fly low to the ground in the woods." If the raptor has completed all instructions or believes it is unable to complete an instruction, the raptor will return to your location if they know where you are, the last spot they knew where you were at, or a location they were instructed to go to. The number of simple instructions you are able to give on one scouting mission is equal to your wisdom modifier. (minimum of one)

If the raptor returns to you, you may ask them questions relating to what you instructed them to do. These questions must have simple responses such as numbers up to ten, or yes and no. Examples of questions would be "How many guards are at the main gate? Are there traps in the woods?" If the raptor cannot answer the question asked then the raptor will indicate so. Once the raptor has returned you may ask the questions again and the raptor will answer to the best of its ability and knowledge. If an instruction was similar to "look for traps," then the raptor is able to alert you for the next 10 minutes where the traps are located if you and the raptor have line of sight to the traps location and are within 50 feet of the raptor and trap.

The raptor can scout up to one mile away. Every minute an owl and eagle can fly 600 feet while a ravine and vulture can fly 500 ft. If asked to find something that is hidden, such as a trap, the raptor can make perception checks.

Once you use this feature, you cannot use it again until you finish a long or short rest.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively you can command you raptor to attack and conduct one attack yourself.

Vigorous Training[edit]

Beginning at 7th level, you can use your bonus action to issue a dodge, dash, disengage, or help command to your raptor. It will then follow the order on its turn.


<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors