Falconer
The Falconer is a fighter that forms a bond with a trained bird of prey. Falconers and their partners use teamwork and simple magic to support each other and fight side-by-side.
Not every Falconer partners with a falcon: many use other birds, such as hawks or owls. Some even bond with stranger beasts, like ravens, gulls, or parrots, adopting the traditions of the first Falconers with the birds of their native homelands.
Trained Falcon
At 3rd level, you gain the companionship of a trained falcon (see the trained falcon stat block). The falcon is friendly to you and your companions, and it obeys your commands.
In combat, your falcon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to use the Attack action with its talons attack, or the Dash, Disengage, Help, Hide, or Search action.
When your falcon is reduced to 0 hit points, it makes death saving throws as a player character would. When your falcon finishes a short or long rest, it regains all its hit points. If you lose your falcon, you can obtain another one by spending 8 hours bonding with a similar beast that isn't hostile to you. You can't have more than one trained falcon at a time.
Bird of Prey
Starting at 3rd level, when you hit a creature with an attack, you can mark it as prey for your falcon until the start of your next turn. The first time your falcon hits a marked creature with an attack on its turn, it deals an extra 1d4 damage.
This extra damage increases by 1d4 when you reach 7th level in this class, and again at 15th level and 18th level.
Harrier
Starting at 7th level, your falcon harries your enemies. When your falcon hits a creature with its talons, the target can't take reactions until the start of your next turn.
Falcon's Eye
Also at 7th level, you gain the beast sense spell, and you can cast it on your falcon at will, without expending a spell slot.
Trained Falcon
Tiny beast, unaligned
- Armor Class 16 (natural armour)
- Hit Points equal to the Trained Falcon's Constitution modifier + three times your level in this class
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 14 (+2) 5 (-3) 16 (+3) 6 (-2)
- Saving Throws Dex +5, Con +4
- Skills Perception +7
- Senses darkvision 120 ft., passive Perception 15
- Languages understands the languages you speak
Expert Training. Whenever your proficiency bonus increases, the falcon's Perception bonus increases by 2, and its AC, saving throw bonuses, and bonuses to hit and damage of its talons attack increase by 1.
Flyby. The falcon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5ft., one target, Hit: 1d4+3 slashing damage.
Tailwind
Starting at 10th level, when you use your Second Wind while your falcon can see or hear you, your falcon gains temporary hit points equal to 1d10 + your fighter level, and it can use its reaction to move up to half its speed.
Falcon's Dive
Starting at 15th level, you and your falcon can escape certain area effects, such as a black dragon's acid breath or a wall of fire spell. When you or your falcon are subjected to an effect that allows you to make a Dexterity saving throw to take half as much damage, you and your falcon take no damage on a successful saving throw, and only half damage on a failure.
Bird of War
Starting at 18th level, your falcon can attack twice, instead of once, when it uses its talons on its turn. If your falcon makes both attacks against different targets, it can use your Bird of Prey feature to deal extra damage to both targets.
Credits
Created By: u/NotTheSmoooze. You can find more of my work here, and support me here
Created Using: GM Binder
Artwork By: Billy Christian
