Tier | Level | Name | Cost | Details |
Tier 1 | Small Success | Enter/Disband Swarm {E/DS} | Cost: 10 Falconry Check Total. | You decide on a visual and/or auditory signal. Make a DC 10 Falconry Check, on a success, presuming you birds are within range to perceive it they will enter or disband from the swarm on their next available turn. A swarm must consist of at least 4 birds or more. Whilst in a swarm, birds cannot use any maneuverer outside of a falconry swarm technique. A swarm can only be entered once per long rest. The swarms stats are calculated as followed: The bird with the lowest AC is taken as the swarms AC. The added total of all birds health * 2 is the total of the swarms health. The bird with the slowest movement speed is taken as the swarms speed. The hit of the swarm is now (highest birds hit roll – lowest birds hit roll) and has a range of 5ft. The damage of the swarms talon attack is now ([SwarmSize]D8+[SwarmsCollectiveDEX]+talonDMGbonuses). The swarm is resistant to; Bludgeoning, Piercing and Slashing Damage. The swarm cannot be collectively; charmed, frightened, grappled, paralyzed, prone, restrained, or stunned conventionally. The swarm retains any skills that are universal across every bird in the swarm. (e.g. keen sight, dark vision, etc.). Upon disbanding a swarm, all birds will return to their previous positions in the initiative order, presuming they had one prior, otherwise will roll a new initiative. (1 Bonus Action) {E/DS} |
Tier 1 | Small Success | Collective Dive {CD} | Cost: 40 Falconry Check Total. | You direct your birds to make a Collective Dive. Make a DC 13 Falconry Check, on a success, your swarm will attempt to move a minimum of 30ft downwards towards their target on their next available turn and make a Talons attack roll. Failing to move the 30ft distance puts the attack roll at disadvantage. On a successful hit, gain a (+1d10) bonus to damage per bird in the swarm and for the remaining turn the swarm can move away from the target without provoking an attack of opportunity. (1 Bonus Action) {CD} |
Tier 1 | Small Success | Shriek {S} | Cost: 30 Falconry Check Total. | You direct your birds to let out an air-shattering shriek. Make a DC 12 Falconry check, on a success each creature within a 60ft radius that can hear the shriek must make a DC 15 wisdom save. If a creature fails their save they are Frightened for the next minute. A Frightened creature can repeat this saving throw at the start of its next turn. On a successful wisdom save, the creature cannot be effected by this maneuverer for the next 24 hours. (1 Bonus Action) {S} |
Tier 1 | Small Success | Obscure Target {OT} | Cost: 40 Falconry Check Total. | You direct your birds towards a single creature within the swarms range. Make a DC 12 Falconry check, on a success the swarm will bundle into a tight flock of blurring feathers around the chosen creature until the start of the falconers next turn. For the duration, the swarm’s movement is 0 but counts as ½ cover for the chosen target. |
Tier 1 | Small Success | Ravage {R} | Cost: 50 Falconry Check Total. | You direct your birds towards a single creature within the swarms range. Make a DC 13 Falconry check, on a success your birds move into that creatures square and begin to swarm the target; pecking, clawing and shrieking in a disruptive way. The target must makes a DC 15 wisdom saving throw or be stunned until the start of their next turn. This manoeuvre cannot be used on the same creature more than once per combat. |