Falconry Rules

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Lorekeeper's Guide to Falconry

Introduction

At fist glance, the noble lord and steppe horserider don't seem to share much in common. But they do, in fact, share something very important - falconry. An ancient hunting practice in which falconer and raptor bond and through much training, and ultimately become a capable hunting team through the unison of their efforts.

In Dungeons & Dragons, only rangers are typically allowed to have a beast companion. These Falconry rules make it possible for characters of all classes to form a bond with impressive birds of prey like falcons, hawks, eagles, owls, and vultures. Together, you and your raptor can scout, hunt, and fight like never before.

Using this Supplement

Written for both players and Dungeon Masters, this supplement proposes Falconry as an option to enhance your campaigns and adventures in any world.

The options here explores not only how a new, or pre-existing character, can become a Falconer, but also deals with Falconry's place in various types of cultures Dungeon Master's can adapt for their worlds and games. It also suggests rules on how a player might train their companion into the terrifying predator it can be and offers falconer enemies for adventuring parties to encounter.

Chapter 1 explores the concept of Falconry and its place in both the wider world and a character's life and backstory.

Chapter 2 presents simple rules and thoughts on how a player can acquire a raptor companion.

Chapter 3 has rules on how a player an use their companion in combat and offers suggestions on how to integrate raptors into the other pillars of play (Exploration & Roleplaying).

Chapter 4 deals with the process of training a raptor and how a falconer character can teach their companions to follow more precise commands.

Chapter 5 deals with a raptor's growth over time and allows players to strengthen their avaian companions as their own character levels up and progresses throughout a campaign.

Appendix A lists the starting stat blocs for common raptor companions for easy accessibility.

Appendix B lists 5 falconer adversaries to provide new, dangerous challenges to players including the famous Eagle Riders and the living omens of doom - the Scourge Heralds.

Don't feel any pressure to read this from cover to cover. You can skip around and read through at your leisure! I hope you enjoy this supplement!

If you have any questions you can find me on Twitter @JeremyMelloul or on YouTube @ImaginaryJeremy where I make videos about my writing projects, roleplaying games, and other nerdy things. I'd love to hear from you.

Table of Contents

Credits

Written & Designed by Jeremy Melloul
Made using GM Binder
Cover Photo by: Pina Messina on Unsplash
Feedback by: Kryptexz (Reddit)

Chapter 1: Understanding Falconry

A Falconer’s World

Falconry is an ancient practice of hunting by means of a trained bird of prey. It predates weaponry and other hunting tools, numbering among the first hunting innovations.

To early hunters, Falconry wasn't just a hobby or sport - it was a lifestyle, and raptors were prized based on their hunting instincts and ability to perform in the field. They were raised from birth to catch rabbits, foxes, wolves, and other birds in order to feed the clans and tribes of their trainers.

In some places, this tradition became the basis of wider cultural heritage, including traditional dress, food, songs, music, poetry and dance, sustained by the communities that practiced it. Families would take their children out into the wilderness and train them to handle their bird and establish a mutual relationship of trust.

In time, this tradition evolved, becoming more of a sport than a way of life. Kings and lords took up Falconry to maintain their personal and nation prestige, hosting grand hunting parties for other nobles to showcase the raptors they commanded.

In these circles, raptors were no longer just prized for their ability to hunt, but also as status symbols, that represented the warrior spirit and renown of their masters.

Falconry’s high cost also served as proof of these nobles’ wealth. Not only is the initial price of a raptor quite high, but the equipment and facilities to train and maintain a healthy raptor is costly, too.

Falconry’s noble association has led to raptors having protected statuses in many regions where it is practiced and turned certain raptors into symbols of power. In some places, the practice of Falconry has even been adopted by clerical organizations, where the raptors have a religious significance, or in the criminal underworld, where rare birds can sell for great amounts of gold or be useful companions to the crooked and cunning.

But even across this wide variety of backgrounds, all falconers share common values, traditions, and practices such as methods of training and caring for their raptor companions. Whether falconer’s treat their practice as an art or a sport, they must always respect the bond they share with their raptor - a bond which allows them to number among the most capable hunters in all the land.

Creating a Falconer

Whereas some come by their bonds with beasts through magical means, falconers develop their bonds through dedication and force of will. They earn the trust of their companions through many long days and nights of training and together, they grow.

Some Falconer’s learn the craft due their noble upbringing or status, whereas others learn it as part of a family tradition or tribal practice. Others only learn it later on in life after they have already become adventurers. But all Falconers must dedicate the time to learn the craft, if they wish to reap the benefits.

If you’d like to create a falconer, think about where your character may have learned the craft. It is possible to pay for the training, but it is a costly pursuit. Talk with your DM about tying in this element to your player’s origins. Perhaps it was something your tribe or noble family did as a hobby and you just took to it.

Your raptor can not only be a very useful companion, but a memento of your past (whether good or bad). You should also consider how your character takes care of their raptor. Most falconers are attentive, but what kind of relationship do you have with your raptor? Do your treat your raptor as a pet, or are you more of a taskmaster - with your raptor serving as a soldier under your command?

Falconry has always been an expensive pass-time, not only because of the upfront cost of the birds, but because of the cost of the associated tools and resources needed to maintain such a predator. Consider how your character affords the pursuit.

Falconer (Background)

You are an experienced Falconer, having learned to train falcons in your past. You understand the birds instinctively and know how powerful of an ally they can be. In addition to your raptor companion, you also start with the below.


  • Skill Proficiencies: Animal Handling, Survival
  • Tool Proficiencies: Falconry Kit
  • Languages: Any one of your choice
  • Equipment: A Falconry Kit, a set of common clothes, and a belt pouch containing 15 gp

Falconer Origins

Falconry is widely practiced and trainers come to the craft from a highly disparate set of bacgrounds and circumstances.

d6
Origins
1
I learned falconry out of necessity as part of my responsibilities to my clan.
2
I learned falconry as a pleasant pass-time to impress my noble friends.
3
I learned falconry as part of my military responsibilities to my army or mercenary group.
4
I learned falconry to supplement my routine as an entertainer.
5
I learned falconry on my own, as I wandered the wilderness independently.
6
I learned falconry to better navigate the high seas, as a pirate or member of the navy.

Suggested Characteristics

Falconers are defined not only by the relationship they have with their trained bird of prey, but also their relationship to other hunters and falconers and hunting itself - whether they take it seriously or see it as a pleasant pass-time - is also key to who they are.

d8
Personality Trait
1
I feel far more comfortable around animals, and birds in particular, than around people.
2
I’m a born hunter who can’t resist a challenging hunt.
3
I see omens in the movement of the wind and the actions of birds.
4
I am from a dangerous part of the world and do not take pleasure in the comforts of society.
5
I indulge in the finer things in life and rougher living grates on me..
6
I desire to be the world’s apex predator.
7
I have a lesson for every situation, drawn from observing nature.
8
I enjoy traveling and seeing new sites I haven’t seen before.
d6
Ideal
1
Independence. My life is meant to be lived freely - free of all external influences. (Chaotic)
2
Status. My skill and reputation as a falconer is my status in this world and status is what matters most. (Neutral)
3
Nature. The natural world is more important than all the constructs of civilization. (Neutral)
4
Provider. I hunt as a way to provide for myself, my family, and my friends. (Good)
5
Predator. In this world you are either predator or prey. It is the way of the world that the predator feast on the prey. (Evil)
6
Growth. Strength comes in time and life is just one long opportunity to grow. (Neutral)
d6
Bond
1
I am the last of my clan and it is up to me to ensure that we go down in history as the greatest falconers of all time..
2
I owe everything I know about falconry to my mentor - a person I hope to never see again.
3
I come from a noble family / clan that displays its status through falconry.
4
Ruthless savages murdered my clan. Vengeance will be mine.
5
It is my duty to protect the natural world and its denizens from encroaching civilization.
6
I will face any challenge to prove my worth as a hunter.
d6
Flaw
1
I’m too headstrong for my own good and can’t resist a good hunt, even when outmatched.
2
If push comes to shove I’ll save myself and my raptor before anyone else.
3
I see everything in terms of predator-prey relationships and pay no respect to those I don’t see as superior to me.
4
By my words and actions, I often bring shame to my clan / family.
5
I am jealous of anyone who can outshine me in my capacity as a hunter.
6
I once embarrassed a powerful noble who still wants my head. It was a mistake that I will likely repeat.

Feature: Bird Watcher

Your understanding of sky-life allows you to gain knowledge of the surrounding territory from the movements of the birds that fly above the land. By studying them for a short time you can instantly gain knowledge of a single fact about the terrain and presence of bodies of water in the land.

Falconer’s should also more easily connect with other falconers - tribal or noble, according to their own character background - thanks to their shared craft.

Part 1 | Understanding Falconry

Adapting Existing Backgrounds

There are many existing backgrounds that can be easily adapted to provide a character with a Falconry Kit, as well as proficiency with that tool.

Simply replace one of the Language or Tool Proficiencies in one of these other backgrounds with Falconry Kit proficiency and trade either a significant item from your equipment or the equivalent gold for the kit itself. Don’t worry about being too harsh, after all, if you’re creating a Falconer character they’ll likely be starting with a raptor, too.

Some great options include:

  • Acolyte - Your raptor may be a symbol or sacred animal of your god(s) or culture and you may have learned Falconry as a clerical practice.
  • City Watch / Soldier / Mercenary Veteran - Many warriors learn to use raptors in the course of their service, whether to scout ahead, or stand watch over a settlement.
  • Entertainer - While widely practiced, falconry is not exactly common and can make for an exciting and profitable act if the trainer is capable enough to teach their raptor tricks.
  • Far Traveler / Outlander - There are few better companions for someone who makes their home on the road or in wilderness than a raptor.
  • Knight / Noble - For the rich, Falconry can be a simple pasttime or indulgence, or an important way to demonstrate your status.
  • Pirate / Sailor - Raptors are classic companion for adventurers at sea. They can help guide you toward land and detect other ships long before you would see them yourself.

Alternatively your character can also learn falconry by training for proficiency with a falconry kit according to the rules for "Training" on page 187 of the Player's Handbook.

Choosing Your Raptor

Choosing your raptor companion is never done lightly. Beyond the constraints of your environment and the kinds of birds available, your choice of companion is also a question of the tasks you intend to tackle and your shared character.

Though all raptors are carnivorous - and generally fed the roughage of their prey (the furs and feathers of the beasts they hunt) to aid their digestion - they have wildly different specialities and their own ways of hunting.

Choose your companion wisely.

See Appendix A for the stat blocks of the raptors listed below.

Falcon

These small birds of prey tend to be the fastest of raptors and are a common choice of companion for falconers who enjoy their reliability and capacity to take direction. Falcons are generally used to hunt prey such as small reptiles, mammals, and other birds which they can typically outmaneuver.

Hawk

Like their falcon counterparts, hawk are another common choice of raptor. They are easy to train than some other raptors and reliable companions, boasting excellent eyesight and a tougher build better suited for hunting larger prey. They are popular among both amateur and veteran falconers for how well they can showcase the fruits of their training.

Eagle

Eagles are naturally more capable predators than the smaller hawks and falcons. Not only are they more powerfully built - boasting broader wings and more powerful talons - but they also tend to be the largest raptor, besides vultures, befitting their position as the apex predator among the natural beasts of the sky.

Unfortunately, their natural predatory instincts also makes them harder to tame and train. But for a dedicated falconer, there are few more rewarding tasks than training an eagle to its full potential.

Owl

Unlike other raptors, Owls tend to be more solitary and are nocturnal birds of prey - most in their element when hunting at night. Their keen sight and uncanny ability to fly almost silently make them the perfect midnight hunters - more than adept at preying on the insects, small rodents, and even fish that they hunt.

Like their fellow predators, owls have long adapted to better suit their home environments - their plumage evolving to mimic the colorations and sometimes even the texture patterns of their surroundings. There is no better raptor for a falconer that prefers a quiet approach, than an owl.

Vulture

Vltures aren’t generally hunters - they are scavengers that feeding on the carcasses of dead animals. In fact, they rarely attack healthy animals, instead preferring to kill the wounded or sick. Though they carry a bad reputation in some parts of the world, falconers in particularly dangerous regions know the value of these cunning birds and have learned to harness their instincts to survive in even the most challenging of environments.

Additional Raptor Options

If you’re looking to explore some other options beyond the raptors listed above, there are plenty to consider.

First, there are the non-predatory birds. They are often highly intelligent, even if they're not as fierce as their predatory counterparts. If you decide to go in this direction I suggest you allow them to be taught Behaviors (see Chapter 4), but not gain Developments over time (see Chapter 5).

Some non-predatory birds may justify some interesting traits. Ravens for example have mimicry, which allows them to mimic simple sounds they’ve heard, and bats (technically not a bird, but still a great option) have blindsight through their echolocation (see Appendix A for full stat blocks for both of these).

You can also make the raptors listed in this chapter more unique by allowing your players to pick a preferred environment for their bird companion. This environment (eg. forest, desert, mountain) can not only influence their coloration (such as with a snowy-white owl from snow-covered landscapes) but also potentially provide the bird with a mechanical benefit, like getting advantage on stealth checks while in their home / preferred environment.

Raptor Gear & Equipment

Falconry is an expensive practice and requires quite a lot of gear and equipment in order to be done properly.

Falconry Kits

Beyond the raptor, a falconer needs the proper gear to train their falcon. All this gear is included in a Falconry Kit, which can be purchased or adopted as part of your background (see below).

A Falconry Kit includes a Falconer’s Glove, Raptor Hood, bells, jesses (leather strips), and a whistle tied to a string. Proficiency with this kit lets you add your proficiency bonus to ability checks you make to train or hunt with your raptor.


  • Cost: 4 GP
  • Weight: 2 lbs
  • Includes:

Falconer’s Glove - A glove or gauntlet worn by the falconer to turn their arm into a suitable perching surface. Some gloves only cover the fist and wrist while gauntlets for larger raptor species may extend to the elbow, or even cover the entire arm and a portion of their chest.

Raptor Hood - A hood used to keep the raptor calm, especially in the early part of their training. Typically made of leather, the hood is often fitted to a raptor’s shape, in order to be comfortable and not impair the raptor’s eyesight.

    Bells - A bell, or pair of bells, sometimes attached to the raptor’s legs via leather strips called bewits, in order to alert the Falconer of their raptor’s presence.

Jesses - Strips of strong leather that the falconer must periodically replace. They are used to tether a raptor and keep control of it while on the glove, allowing the bird to easily secure itself. Jesses are generally replaced once per season and cost 3 copper pieces, or can be crafted on their own - as a thin strip of leather.

Whistle - Used by the falconer to catch their raptor’s attention and give it direction from a distance.

Other Gear

Roughage

Raptors must be fed an expensive and comprehensive diet of live animals as similar as possible to their wild diet to ensure good health.

Roughage costs 1 silver (per day) and weighs 5 lb.

Mews

Mews are birdhouses designed to house one or more birds of prey. Many mews are quite large, often occupying as much space as a small house or reaching as high as three stories.

A smaller, portable mew to carry your raptor, rather than allowing it to perch on you or fly freely, costs 10 gp.

Chapter 2: Getting a Raptor

There are many different ways you might come by your raptor. If you are just starting on your adventure, you may have had it from the beginning, and acquired it as part of your background. If not, you might purchase a young raptor that’s already been trained, or venture into the wilds to tame one yourself.

Starting with a Raptor

Getting your raptor during character creation is the simplest way to acquire one. As long as you discuss it with your GM and choose the Falconer background - or adapt another background accordingly - you can select a raptor as your companion as part of your character creation process.

Purchasing a Raptor

The price and difficulty of purchasing a raptor can vary depending on where you are. In certain regions where falconry is more practiced, captured birds might be more readily available for sale, but may also cost more if the main customer for such raptors are the young scions of noble families.

Below is a general guideline for the cost of such raptors.

Trained Raptors

Unlike their untrained counterparts, trained raptors have been raised by falconers themselves and, as a result, start out not only tamed, but also with the following behaviors learned: Fly, Return, Dash, Disengage, and Dodge.

In some markets, you can also buy untrained raptors for a fraction of the cost.

Raptor Cost
Falcon 60gp
Hawk 60gp
Eagle 125gp
Owl 125gp
Vulture 125gp

Raptors in the Wild

Aside from purchasing a raptor or starting out with one, you can also capture a raptor in the wild. Doing so is quite difficult and should be a compelling narrative experience for the player character.

This process should typically involve a series of checks (Nature, Survival, Animal Handling, etc.) and is the perfect opportunity for a Dungeon Master to allow a player to be creative in the skills they'd like to use to capture their raptor.

Some of the challenges they might face could include getting the lay of the land, navigating the wild surroundings, ambushing or approaching your bird, and capturing it or befriending it without letting the raptor escape.

If they track a raptor to their nest, they may even find a live egg they can eventually hatch - though this might draw the ire of the bird or perhaps the druid watching over the land.

Raptors caught in the wild start without any learned behaviors, unlike their purchased, trained counterparts.

Raptor Personality

If you want to flesh out your raptor a little further you can give it personality traits. It's up to you whether you want to roll on both charts or just on the positive or negative one (depending on how well your efforts to acquire a companion go).

D8 Positive Negative
1 Bold Arrogant
2 Brave Cowardly
3 Cheerful Sullen
4 Loyal Suspicious
5 Kind Malicious
6 Patient Impulsive
7 Persistent Lazy
8 Reliable Unhinged

These personality traits don't have to impact the mechanics of how well your raptor performs its tasks and can just be a fun roleplay element to make your raptor more of a character. However, if you're a Dungeon Master, you may want to consider allowing the falcon advantage or disadvantage on checks where it takes actions in line with its personality.

Chapter 3: Using Your Raptor

Once you have a raptor companion, how do you actually use it? This chapter deals with both how you mechanically command your raptor in game, as well as ways you can use it to add additional depth to your Dungeons & Dragons experience across the three pillars of play - Combat, Exploration, and Roleplaying.

Commanding Your Raptor

Your raptor obeys your commands as best as it can. It takes its turn on your initiative, though it won’t take any actions unless you command it to. On your turn, you can verbally command the raptor to move (at no action cost). You can also use your action to verbally command it to engage in any of the Behavior’s you’ve trained it in (see Chapter 4). Unless specifically instructed, your raptor acts independently. For example, while moving your raptor will decide on its own path unless you spend an action to direct it to take a specific route.

Independent Action

In general, while your raptor is away from you, your raptor acts independently and follows your last commands to the best of its ability. In other situations, it will more likely just try to return to you.

Skill Checks

When rolling skill checks for your raptor you add your own proficiency modifier to its ability modifiers for any skills it is proficient in. You can unlock other skill proficiencies - along with other abilities - through the Developments (see Chapter 5) you can acquire for your raptor as your own character levels up and progresses through a campaign.

Death Saving Throws

When your raptor companion drops to 0 hit points, it does not die instantly. Instead, it falls unconscious and makes death saving throws as a special nonplayer character.

Losing a raptor is unfortunate in any circumstance, but it is part of the risk of raising a companion.

Combat

Within combat and other such encounters (like chase scenes) your raptor’s primary function is utility.

While your raptor companion can be commanded to attack your enemies, raptors tend to be weak attackers. You can counteract this by training and developing your raptor to be a stronger, more durable predator. That said, they will always be best used as a secondary force and their general viability in combat tends to diminish past the first two tiers of play (levels 1-11) - though the utility they provide will always remain valuable.

For example, you can use your raptor to distract your enemies by commanding it to take the Help action, or to steal an important macguffin from the grasp of the enemy leader with the Retrieve action, once you have trained each of those behaviors. Or in a chase scene, you can use your raptor to interfere with your target's escape in order to give you the time you need to catch up to them.

In general warfare, raptors serve other purposes beyond direct confrontation. Information is a critical component of all warfare and raptors are an exceptional way to gather intelligence. By sending your raptor ahead to scout, you can determine the layout of the land to plan a better ambush or devise a better way to siege the enemy stronghold.

If you order your raptor to fly above and follow an enemy patrol you can learn about your enemies’ patrol timing, making use of your bird’s inconspicuousness to get valuable tactical and strategic insights on your enemies' plans and position.

Exploration

Your raptor’s ability to fly high into the skies and get the lay of the land allows them to shine during the exploration portion of your campaigns - especially in wilderness areas like the meadows, forests, mountain ranges, and oceans that cover your world.

While these portions of the game are often less mechanically-dependent, your raptor is a fantastic asset here. They can help you find food and water, identify landmarks so you don’t get lost, and generally get a wider view of your surroundings so you can make more informed decisions as you explore - rather than just relying on your characters or parties own instincts and perspectives.

If you do want to bring mechanics into play, your GM may give you advantage on Survival checks to navigate the land while using your raptor or allow you to use its Perception to pick out landmarks from a greater distance.

During travel, your raptor can also help you and your party better respond to sudden and surprises & setbacks. When you come to a metaphorical fork in the road and must decide whether to take the mountain path ahead or cross through the valley your raptor companion can be a valuable source of information - especially if you or a fellow party member can cast Speak with Animals on your raptor’s return.

Of course, the wilderness has its share of dangers. While scouting your raptor may encounter other birds of prey, or hunters who might see your bird as their next meal and shoot some arrows at it. Or it might spot an immediate danger - like a group of cultists dragging the blacksmith’s daughter away into their underground lair.

Roleplay

Your character’s relationship with their raptor - and background as a falconer - doesn’t have to be an integral part of who they are, but it can be a great way to give your character some depth & lead to some interesting roleplay encounters and opportunities.

Personality

First, you have to consider your bird’s personality. How does it interact with you? Not only is there the possibility of Speak with Animal spells that could allow you to actually communicate with your bird, but there are plenty of opportunities for nonverbal communication between you and your bird that can add depth and flavor to your roleplaying.

You should also consider playing off the personality traits you rolled for your raptor back in Chapter 2.

Running a Falconry Business

Though your character will likely spend a lot of time training their raptor companion during downtime, you may also want to start a Falconry business to make money training falcons that you can sell to other hunters or to rich nobles with little better to do than take up the sport.

A Falconry business requires:


  • A Property: A hunting lodge or farm can make a great location to house & train falcons and are easily adapted to suit your purposes with the inclusion of a mew - see “Raptor Gear & Cost” in Chapter 1
  • Hirelings: Skilled hirelings to serve as hunters/trappers to acquire raptors to train or train the raptors in your stead.
  • Customers: Either nobles or local tribes (though many tribes will raise their own falcons or have their own preferred hunting styles). For these sales you can average the income earned using the “Running a Business” information available in the DM’s Guide (find it on page 129) or handle the business operations more narratively - making a series of narrative checks with potential customers to attract their interest and eventually close the sale, earning an income comparable to the prices listed in “Purchasing a Raptor” in Chapter 2 for trained raptors.
  • Equipment: A Falconry Kit, a set of common clothes, and a belt pouch containing 15 gp

Social Intrigue

The social opportunities that come with being a falconer are great to take advantage of during downtime. Beyond the business possibilities, your character’s expertise as a falconer can allow them to make connections with the local tribe or nobility in the area.

If falconry is commonplace in the town you’re in, a Falconer background can help a character pull off a noble disguise or earn the respect of a tribe that values the skill - assuming the character has the skill to back up their bluster. You can track this through the renown the character gains with local, powerful organizations or allow it to lead to new adventure hooks for your group of adventurers.

Chapter 4: Training Behaviors

A Falconer’s primary responsibility to their raptor is to help the predator reach its full potential through exercise and training. As the falconer continues to train their raptor, they can teach it more complicated actions, making it a more capable hunter and a more useful companion.

Training

In order to help a raptor reach its full potential, a falconer must take time to train it and teach it to follow commands.

Your Game Master might allow to you to make progress in training your falcon over the same time you take a long rest, or may require you to dedicate specific time to it and treat it as a downtime activity.

Training As a Downtime Activity

Few things are more rewarding than seeing the fruits of your training represented in your raptor's growth.

Resources. A character must spend at least one full day and 1 gp, for the food and gear necessary to train their raptor, in order to make progress in training their raptor.

Resolution. A character intending to train their falcon must first choose a specific behavior to teach their raptor. Every behavior has an associated time necessary to fully train the action. After the time has elapsed in game and the character has spent the gold required of the time spent, they may roll to determine whether they have successfully taught their raptor the selected behavior. If they have not yet spent the requisite time, they can split the training over multiple sessions of downtime before rolling to determine total success.

In order to determine the result, the character must make an animal handling check, with a DC determined by the type of raptor they own in order to determine whether they have successfully trained their raptor. If the check is successful, the raptor learns the selected behavior and may now use it as commanded.

Raptor Training DC
Falcon 14
Hawk 14
Eagle 16
Owl 16
Vulture 16

The DC may be further reduced if the character has the appropriate Raptor Feats.

If the character can Speak with Animals they receive advantage on this check (or, alternatively, a DM can consider simply reducing the DC of the check).

Complications. The world of falconry is prideful and often treacherous. Even the most private of falconers can find themselves embroiled in these political schemes and power games, or suffer an unfortunate accident. Every week spent training a raptor brings a 10 percent chance of a complication. Some examples are listed in the Training Complications table below.

Training Complications
d8
Complication
1
A hunter, poacher, or rival falconer captures your raptor, intending to take it for themselves or sell it.
2
Your raptor spots something worrisome (eg. smoke in the distance, tracks of a massive beast, a group of bandits lying in wait).
3
A hungry predator attempts to attack your raptor.
4
A local noble attempts to recruit you for a hunting competition against their rival.
5
Your hunting and training draws the attention of a proud noble or hunter who believes you are challenging their honor.
6
A spoiled merchant sees your raptor flying and finds it breathtaking. They wish to purchase it, and will not take no for an answer.
7
Your raptor uncovers a group of hooded figures who disappear into a secret lair you wouldn't have noticed from the ground.
8
A rival falconer accuses you of stealing their raptor.

Behaviors

Below are a list of behaviors that you can train your falcon to learn and use as actions. You may adjust the training day to better suit the pacing of your campaign.

*Indicates a behavior considered part of the "Basic Training" that all purchased, trained raptors come with.

Attack


  • 25 Days of Training
  • Your raptor can make a melee weapon attack using its beak or talons as per its stat block (Appendix A).

Dash*


  • 10 Days of Training
  • Your raptor gains extra movement for the current turn. The increase equals your raptors speed, after applying any modifiers.

Disengage*


  • 15 Days of Training
  • Your raptor’s movement doesn’t provoke opportunity asks for the rest of the turn.

Dive Attack


  • 40 Days of Training
  • If your raptor is flying and takes its action to dash, it can make one attack as part of the action or shove a creature. If it dives at least 30 feet straight toward its target before taking its bonus action, your raptor can either gain +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you choose to shove and you succeed).

Dodge*


  • 15 Days of Training
  • Until the start of its next turn, any attacks made against your raptor has disadvantage if it can see the attacher, and it makes Dexterity saving throws with advantage.

Follow & Lead


  • 30 Days of Training
  • Your raptor can follow a target you can currently see and return to lead you toward wherever the target stops or until 3 days have passed (whichever happens first).

Grapple


  • 25 Days of Training
  • Your raptor can use the Attack action to attempt to grapple an enemy creature. The target of its grapple must be no more than one size larger than it, and it must be within your raptor’s reach. Your raptor makes a grapple check Strength (Athletics) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) - target chooses. If you succeed, the target is grappled. When your raptor moves it can drag or carry the grappled creature with it, but its speed is halved, unless the creature is two or more sizes smaller than it.

Help


  • 25 Days of Training
  • Your raptor can assist one of your allies by distracting the target. If any of your allies attack the target before your next turn, the first attack roll is made with advantage.

Hide


  • 15 Days of Training
  • Your raptor can hide, either high in the sky or within the surrounding environment. It makes a Dexterity Stealth check opposed by the passive perception of nearby creatures. On the next turn, your raptor gains advantage on attack roll against creatures that are unaware of it.

Hunt


  • 40 Days of Training
  • Your raptor can search the surrounding area for prey and return to you with a beast of the same size or smaller in order to feed you and, potentially, your party.

Fly & Return*


  • 10 Days of Training
  • Your raptor can take off into the sky and return to you when commanded.

Retrieve


  • 15 Days of Training
  • Command your raptor to retrieve an object within sight no greater than its carrying capacity.

Scout


  • 20 Days of Training
  • Command your raptor to fly ahead and call out in one of two calls (affirmative or negative) when it spots an enemy or place of interest.

Chapter 5: Raptor Development

Over time a well fed raptor will naturally grow stronger and more capable as it strengthens, develops, and its bond with its hunting partner deepens. Even the strongest creatures can become prey when hunted by an experienced falconer and a fully developed raptor.

Raptor Feats

As a player character progresses, your raptor does so, too, earning feats that make it a more capable hunter and better hunting partner.

Some feats are restricted to specific raptors, like the Sadistic Hunter feat for the Vulture, or the Owl's Sylvan Inheritance because they capitalize on the individual raptors' specific capabilities.

Generally, I recommend allowing falconers to pick a new feat for their raptor every few levels, or when enough time passes within the game to justify the raptor's development - like after an adventure or once a few months have passed.

Raptor Unique Feats
Falcon Nimble Flight, Superior Speed
Hawk Broad-Winged, Intimidating Screech
Eagle Apex Predator, Swoop Hunter
Owl Ambush Hunting, Sylvan Inheritance
Vulture Carrion Call, Sadistic Hunter

Ability Score Improvements

Careful feeding and training allows you to control your raptor's development, making it either a more capable companion or predator.

Choose one of the below every time you take this feat. You may only choose each option below once.:

  • Increase Raptor's Strength by 2, may now hunt beasts one size larger than its own size independently.
  • Increase Raptor's Dexterity by 2, Increase AC by 1.
  • Increase Raptor's Constitution by 2, raptor also gains proficiency with Constitution saving throws, allowing you to add your proficiency bonus when rolling these saves for your raptor.
  • Increase Raptor's Intelligence by 2, Reduce DC of Training Checks by 2
  • Increase Raptor's Wisdom by 2, raptor also gains proficiency with Survival skill, allowing you to add your proficiency bonus when rolling these saves for your raptor.
  • Increase Raptor's Charisma by 2, raptor also gains proficiency with Intimidation or Perforance skill (choose 1), allowing you to add your proficiency bonus when rolling for your raptor for whatever skill you choose.

Ambush Hunting (Owl Only)

When your owl surprises a creature it attacks, it deals an additional 1d6 sneak attack damage. Can be taken two additional times to increase sneak attack damage by an additional 1d6 (to a maxium of 3d6).

Apex Predator (Eagle Only)

Your eagle begins to fulfill its predatory potential. The first time you take this feat for your raptor gain the following benefits:

  • Increase your eagle’s size from Small to Medium.
  • Increase your eagle's fly speed by 10
  • Reroll eagle HP as 2d8 (10) + con modifier.
  • Damage of Talons increases to 2d6 + DEX modifier.

If you take this feat one more time you gain the following benefits:

  • Increase your eagle’s size from Medium to Large
  • Reroll eagle HP as 4d10 (22) + con modifier.
  • The eagle can now make attacks with its Beak.
    • Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + DEX modifier damage.
  • Eagle gains Multiattack - can make one attack with its beak and one with its talons.
  • Damage of Talons increases by an additional 1d6

Bird's Eye View

Your raptor's eyesight grows even sharper. Hawks, Falcons, Eagles, and Vultures can now make perception checks to pick out details at a distance of up to two miles during the day. Owls may now make perception checks at a distance of up to one mile at night.

Bonded Instinct

You may now command your raptor as a Bonus Action instead of an Action.

Broad-Winged (Hawk only)

Increase your Hawk's size from Tiny to Small. Reroll its HP with 1d6 (4) + CON.

Carrion Call (Vulture only)

Your vulture has honed its instincts as a scavenger to better discern dangerous elements. Your raptor can now innately cast Detect Poison and Disease, requiring no material components, up to 3/day.

Intimidating Screech (Hawk only)

Your raptor has developed a shrill screech to frighten its prey. It may now take an action to Screech. Any hostile beasts within 120 feet must make a DC 12 Wisdom Saving throw. On a failed save, they are frightened until the beginning of their next turn.

Learn Language

Time spent with your raptor has made it possible for you to teach your companion to understand (not speak) one language of your choice that you also know, making it possible for you to command your companion in that language.

You may take this feat multiple times, without limit, as long as you know new languages to teach your raptor.

Mounted Flight (Large Only)

After your raptor has reached large size you have trained it to function as a mount. It may now carry you through the sky as long as you are Medium or smaller. While mounted, your raptor functions as a controllable mount, as long as you are the one riding it.

Nimble Flight (Falcon Only)

Your falcon learns to fly at high speeds in combat and avoid attacks. It gains the flyby feature. With flyby, the falcon does not provoke opportunity attacks when it flies out of an enemy's reach.

Predatory Disposition

You gain advantage on Intimidation checks made while your Raptor is with you.

Sadistic Hunter (Vultures Only)

Vultures get advantage on attack rolls made against bloodied targets

Sharpened Beak / Talons

Your raptor learns to use its natural weapons more effectively. Increase your raptor's damage by 1d6.

Superior Predator

You have honed your raptors' natural instincts and trained it over the course of many hunts. Your raptors' HP increases to its max potential HP (If HP was 3d10, then new HP = 30 + CON).

Superior Speed (Falcon Only)

Your Falcon's fly speed increases to 120 feet.

Survival of the Fittest

Your raptor's experience in combat, has made it a more agile predator - quicker to respond to threats and able to survive more difficult encounters. It gains proficiency with Dexterity Saving Throws, allowing you to add your proficiency bonus when rolling these saves for your raptor.

Swoop Hunter (Eagle Only)

Your eagle may now make Grapple checks using Dexterity (Athletics) instead of Strength.

Sylvan Inheritance (Owl Only)

Your owl's affinity for you triggers an awakening of its sylvan blood. The first time you take this feat for your raptor gain the following benefits:

  • Increase your owl’s size from Tiny to Small
  • Reroll your owl's HP as 2d6 (or 7) + con modifier.

If you take this feat one more time you gain the following benefits:

  • Increase your owl’s size from Small to Medium.
  • Reroll your owl's HP as 3d8 (or 13) + con modifier.
  • Damage of Talons increases to 1d6 + DEX modifier.

If you take this feat again, you gain the following benefits for your owl:

  • Increase your owl’s size from Medium to Large
  • Reroll your owl's HP as 3d10 (16) + con modifier.
  • Damage of Talons increases to 2d6 + DEX modifier.
  • Increase your owl's natural AC to 12

Weighted Flight (Large Only)

Prerequisite: Mounted Flight Your raptor learns to support greater weight, while in flight, allowing it to wear a form of light or medium barding to afford it protection from the world’s many dangers.

Barding is armor designed to protect an animal’s head, neck, chest, and body. Raptor companions can use Light Armor from the Armor Table in the PHB (page 136) as barding at no penalty or Medium Armor at a movement penalty of 20 feet. Barding costs as much as the equivalent armor for humanoids, due to its exotic nature, but weighs half as much.

Conclusion

Thank you for taking the time to read through this supplement. I hope you’ll find pieces of it you can use for your game and enjoy having a raptor companion or awesome mount for your character.

If you have any feedback, or if you end up using this ruleset in your game, please let me know! I’d love to hear about your characters and their raptor companions.

You can find me on Twitter @JeremyMelloul or on YouTube where I make videos about my writing projects, roleplaying games, and other nerdy things. I'd love to hear what you thought of this supplement.


'An Eagle for an Emperor, a Gyrfalcon for a King: a Peregrine for a Prince, & a Saker for a Knight, a Merlin for a lady, a Goshawk for a Yeoman, a Sparrowhawk for a Priest, & a Kestrel for a Knave.' From Book of Saint Albans (1486)

Appendix A: Raptor Stat Blocks


Falcon

Tiny beast, unaligned


  • Armor Class 14
  • Hit Points 1 (1d4-2)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
5 (-3) 18 (+4) 6 (-2) 2 (-4) 14 (+2) 2 (-4)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Languages -
  • Challenge 0 (10 XP)

Keen Sight. The Falcon has advantage on Wisdom (Perception) checks that rely on sight.

Quick Learner. Falcons are easier raptors to train. Training DC is 14 (instead of 16).

Actions

Beak. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage


Hawk

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 2 (-4)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Languages -
  • Challenge 0 (10 XP)

Keen Sight. The Hawk has advantage on Wisdom (Perception) checks that rely on sight.

Quick Learner. Hawks are easier raptors to train. Training DC is 14 (instead of 16).

Actions

Talons. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage


Eagle

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Languages -
  • Challenge 0 (10 XP)

Keen Sight. The Eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage


Owl

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4-1)
  • Speed 5ft., fly 60ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3
  • Senses Darkvision 120 Ft., Passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Flyby. The owl doesn't provoke opportunity attacs when it flies out of an enemy's reach.

Keen Hearing & Sight. The Owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage


Vulture

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 5 (1d8+1)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Keen Sight & Smell. The Vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The vulture has advantage on an atack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage


Raven

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 10ft., fly 50ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-4)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage


Bat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 5ft., fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages -
  • Challenge 0 (10 XP)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack. +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage


Parrot

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 5ft., fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 6 (-2) 12 (+1) 8 (-1)

  • Senses passive Perception 11
  • Languages -
  • Challenge 0 (10 XP)

Mimicry. The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack. +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage

Appendix B: Falconer Enemies

Beastmaster Adversaries

The following enemies are all falconers. Some train their companions as scouts, while others tame them and encourage their growth to eventually serve as mounts.

These adversaries should allow you to flesh out your world further and confront your players with difficult challenges who use their raptor companions to great effect.

Most of these can be paired with any raptor of your choice, except for the Eagle Rider (for obvious reasons). The stat blocks listed below only govern the falconer. You can use the stat blocks in Appendix A for the stats of their raptor companions and assume that the masters have trained their companions to whatever level your encounter repquires.

In general, the raptors take their actions on the same turn as their master and may be commanded by the enemies listed below as a bonus action.


Falconer Scout

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 17 (3d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0)

  • Skills Animal Handling +6, Nature +4, Perception +6, Stealth +5, Survival +4
  • Senses passive Perception 16
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Falconer Scouts are expert trackers, hunters, and seekers most commonly employed for forward reconnaissance. They are set apart from typical scouts by the time they have invested in training their raptor companion, which allows them to charge a higher fee for their services and hunt bigger game.


Mercenary Elite

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2)

  • Skills Intimidation +4, Athletics +5
  • Senses passive Perception 11
  • Languages Common, any one other language
  • Challenge 3 (700 XP)

Pack Tactics. The elite has advantage on an attack roll against a creature if at least one of the elite's allies (including its raptor companion) is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The elite makes three melee attacks or two ranged attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Javelin. +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d6 + 3) piercing damage in melee, or at range.

Reactions

Parry. The elite adds 2 to its AC against one melee attack that would hit it. To do so, the elite must see the attacker and be wielding a melee weapon.

Mercenary Elites have honed themselves over many battles, using their trained raptors to gain an advantage over their foes, catching enemies waiting in ambush. They know how to work with their fellow fighters and are driven by whatever contract they take.


Night Stalker

Medium humanoid (any race), any alignment


  • Armor Class 18
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 12 (+1)

  • Saving Throws Con +5, Dex +8
  • Skills Acrobatics +8, Nature +6, Perception +6, Stealth +8
  • Senses passive Perception 16
  • Languages any one language
  • Challenge 5 (1,800 XP)

Shadow Stealth. While in dim light or darkness, the night stalker can take the Hide action as a bonus action.

Sneak Attack (1/Turn). The night stalker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the night stalker doesn't have disadvantage on the attack roll.

Unarmored Defense. While the night stalker is wearing no armor and wielding no shield, its Wisdom modifier is added to its AC.

Actions

Multiattack. The Night Stalker makes 2 melee or ranged weapon attacks.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150f600 ft., one target. Hit: 12 (1d8 + 5) piercing damage.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Night Stalkers are most comfortable prowling through dark wilderness. They work as trackers and assassins, hired for their ability to remain undetected until it is too late for their target to retaliate. Night Stalkers use their raptors, often owls, for increased awareness of their surroundings and to distract their prey and cover their inevitable approach. Silent, patient, and most of all deadly, the worst thing about having a Night Stalker on your tail is that you might never even know they were there.


Eagle Rider

Size, Alignment


  • Armor Class 18 (plate)
  • Hit Points 190 (20d10 + 80)
  • Speed 30 ft. (80 ft. while mounted)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 11 (+0) 16 (+3) 15 (+2)

  • Saving Throws Con +7, Dex +4, Wis +6
  • Skills Athletics +6, Animal Handling +6, Intimidation +5, Perception +6
  • Condition Immunities frightened
  • Senses passive Perception 16
  • Languages any one language
  • Challenge CR 8 (3,900 XP)

Skilled Rider. Attack rolls made against the eagle rider's mount have disadvantage.

Evasion (mounted). While mounted, If the eagle rider is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the eagle rider instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The eagle rider makes three lance attacks or two heavy crossbow attacks (the eagle rider ignores the loading quality).

Lance. Melee Weapon Attack: +6 to hit, Reach 10ft., one target. Hit 9 (1d12 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +X to hit, range 100/400 ft., one target. Hit 6 (1d10 + 1) piercing damage.

Eagle Riders are fearsome opponents, sailing through the skies on the backs of giant eagles, riding the wind down to charge at their foes, dextrously avoiding attacks along the way. The bond they form with their eagle companions are tight, almost instinctual, and these warriors often serve as the highest tier of soldiers in military organizations, or form their own orders of knights.

Eagle riders may treat their mounts as either controlled or independent mounts and are governed by the Mounted Combat rules in the Player Handbook (page 198).


Scourge Herald

Medium humanoid, any alignment


  • Armor Class 12 (16 with barkskin)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 17 (+3) 15 (+2) 20 (+5) 16 (+3)

  • Saving Throws Con +7, Int +6, Wis +9
  • Skills History +6, Insight +9, Intimidation +7, Nature +9, Survival +9
  • Damage Resistances necrotic
  • Damage Immunities acid, poison, necrotic
  • Condition Immunities poisoned
  • Senses passive Perception X, blindsight 30 ft.
  • Languages any six languages
  • Challenge 12 (8,400 XP)

Magic Resistance. The scourge herald has advantage on saving throws against spells and other magical effects.

Morbid Weapons. The scourge herald's weapon attacks are magical. When the priest hits a creature with a melee weapon attack, it deals an additional 9 (2d8) necrotic damage.

Spellcasting. The scourge herald is a 12th level spellcaster Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The scourge herald has the following spells prepared:

Cantrips (at will): absorb elements, acid splash, druidcraft, poison spray
1st level (4 slots): hex, inflict wounds, ray of sickness
2nd level (3 slots): acid arrow, animal messenger, barkskin*, ray of enfeeblement
3rd level (3 slots): bestow curse, gaseous form, vampiric touch
4th level (3 slots): blight, giant insect, vitriolic sphere
5th level (2 slots): cloudkill, insect plague
6th level (1 slots): circle of death, forbiddance

*The scourge herald casts this spell on itself before combat.

Actions

Dagger. Melee Weapon Attack: Attack Bonus to hit, Reach 5ft. or range 20/60 ft., one target. Hit Damage (1d4 + 2) piercing damage.

Scourge Heralds appear as omens of a coming plague. They gain their power either from the turning of the weave, nature's natural cycle, or the divine will of deities governing disease, rot, or even time itself.

They are often accompanied by a living vulture, crow, or other raptor companion that acts as their familiar - a sign of their connection to the natural world.

Despite the death and disease that they bring and encourage to fester, they are not all evil - some simply serve the natural order of things, or can turn their power against factions (whether evil or good) that may threaten the balance.

They typically will not engage any foes who do not interfere with their efforts, but when provoked make for terrifying enemies who can often call on the services of creatures that respond to their authority, or have been corrupted by the Scourge Herald's power.

 

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