Kite
These rangers are a specialize group of beast tamers that coordinate with a small, flying creature such as a falcon, homunculus, sylph, or dragonette.
They are skilled at isolating single targets to draw them away from their groups or set them up for focused fire. Many value movement over armor, and ranged weapons tend to be favored by such rangers.
Kite Features
Ranger Level | Feature |
---|---|
3rd | Kite Magic, Harrier, Aerial Tactics |
7th | Enhanced Harry |
11th | Flurry and Guile |
15th | Resilience of the Hunt |
Kite Magic
3rd-level Kite feature
You learn an additional spell when you reach certain levels in this class, as shown in the Kite Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Kite Spells
Ranger Level | Spell |
---|---|
3rd | expeditious retreat |
5th | blindness/deafness |
9th | hypnotic pattern |
13th | freedom of movement |
17th | mislead |
Harrier
3rd-level Kite feature
You form a bond with a Tiny flying creature, which draws strength from your connection to nature. The creature is friendly to you and your companions and obeys your commands. Regardless of its form, the creature uses the Harrier stat block, which uses your proficiency bonus (PB) in several places. While hawks and falcons are the most common harriers, you can choose any kind of creature for your harrier, including bats, fairies, dragonettes, or even swarms of bugs.
In combat, the harrier acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. Once set on a target, the harrier will automatically repeat the Attack, Harry, or Help action if it was commanded against the same target unless it is slain or reduced to 0 hit points (your choice). If you are incapacitated, the harrier can take any action available to it that it chooses.
If the harrier dies, you can use your action to touch it and expend a spell slot of 1st level or higher. The harrier returns to life after 1 minute with all of its hit points restored. If you can’t recover the harrier’s body, you can expend a spell slot of 1st level or higher as part of a short or long rest to restore it as above and return it to your side.
Harrier
Tiny any creature type
Armor Class 15 + PB
Hit Points 5 + three times your ranger level (the harrier has a number of Hit Dice [d4s] equal to your ranger level)
Speed 10 ft., fly 60 ft. (hover)
STR
4 (−3)
DEX
17 (+3)
CON
10 (+0)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Ranger’s Bond. You can add your proficiency bonus to any saving throw the harrier makes.
Superior Evasion. When the harrier is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds, and only half damage if it fails. If the effect doesn’t explicitly target the harrier, it automatically succeeds on the save.
Actions
Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 1d4 + PB bludgeoning, piercing, or slashing damage (your choice)
Harry. A creature within 5 feet of the harrier must succeed on a Wisdom saving throw against your spell save DC or become harried until the end of your next turn or until it is more than 5 feet away from the harrier.
A harried creature has disadvantage on attack rolls against a target other than you and Constitution saving throws to maintain concentration, and its speed is reduced by 10 feet (to a minimum of 0 feet).
Aerial Tactics
3rd-level Kite feature
During your first turn in combat, when you use a bonus action to command the harrier, you can use the same bonus action to cast or interact with a ranger spell. If you are fighting with two weapons or have a feature or feat that permits an additional attack with a weapon as a bonus action, you can make that attack using the same bonus action instead of casting or interacting with a ranger spell.
In addition, you can cast the beast sense spell without expending a spell slot targeting the harrier, and can target it with the spell even if it’s not a beast. After casting the spell this way, you must finish a long rest to cast it again unless you expend a spell slot of 2nd level or higher to cast it again.
Enhanced Harry
7th-level Kite feature
The harrier’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the harrier hits a creature with its Strike attack on its turn, it can take the Harry action as a bonus action.
Whenever a harried creature moves, the harrier can choose to move with it, unless it moves more than 60 feet, teleports, or moves to another plane of existence; this movement doesn’t provoke opportunity attacks.
Flurry and Guile
11th-level Kite feature
When a creature damaged from one of your or the harrier’s attacks since the start of your last turn hits a target other than you or the harrier, you can take a reaction to make one attack with a weapon you hold against that target, provided it’s within range. The harrier can use its reaction to also make one Strike attack against that target if it’s within reach.
In addition, the harrier has advantage on attack rolls against a creature it attacked or attempted to harry since the start of its last turn.
Resilience of the Hunt
15th-level Kite feature
The first time in a turn that a harried target hits you, it deals only half damage.
In addition, if the harrier receives damage that would reduce it to 0 hit points, you can take a reaction to reduce it to 1 hit point instead. Once you have used this reaction, you can’t use it again until you finish a short or long rest unless you expend one of your Hit Dice to use it again.