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Hawk Spells

Certain magics are ideas manifest, formulated over long talks and much study. Nature however, provides a canvas that is foolish to discard. These spells are primarily used by the Rangers and Druids of New Albion and the Starwoods, inspired by the birds of prey that roam the skies.

Mechanic: Plumage

Some Hawk spells grant you Plumage, which persists until the end of your next turn or until you make an attack roll. The first attack roll that you make while you have Plumage gains a bonus equal to half of your spellcasting modifier.


Roost

Transmutation Cantrip (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

You gain 1d4 Temporary Hit Points and Plumage.

Cantrip Upgrade. The Temporary Hit Points increases by 1d4 when you reach levels 5 (2d4), 11 (3d4) and 17 (4d4)


Twinfeather

Level 1 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S, M (A hawk feather)
Duration: Instantaneous

You fire two razor sharp feathers at creatures you can see within range. Make a ranged spell attack for each feather. You can direct them to hit one creature or several. On a hit, the target takes 2d4 Slashing damage. After casting this spell, you gain Plumage.

Using a Higher-Level Spell Slot. The damage of the feathers increases by 1d4 for each slot level above 1.


Feathery Dervish

Level 1 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S, M (A hawk feather)
Duration: Instantaneous

You move 15 feet in a direction of your choosing. When you move within 5 feet of a creature in this way, they must succeed a Dexterity saving throw or take 2d4 Slashing damage, taking half as much on a success. After casting this spell, you gain Plumage.


Flap

Level 1 Conjuration (Druid, Ranger)
Casting Time: Reaction. which you take when a creature enters into a space within 5 feet of you
Range: Self
Components: S, M (A hawk feather)
Duration: Instantaneous

You jump up to 15 feet in any direction without provoking Opportunity Attacks. After you jump, if you have Plumage, you may fire a feather at the triggering creature. Make a ranged spell attack. On a hit, the target takes 2d4 Slashing damage.


Quill Barrage

Level 2 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S, M (A hawk feather)
Duration: Concentration, up to 1 minute

For the duration feathers float in the air around you. When you hit a creature with an attack roll, you may cause razor feathers to shoot in their direction in a 5-foot-wide, 30-foot-long Line originating from you. Creatures within the Line take 1d4 Slashing damage. After casting this spell, you gain Plumage.


Feathery Down

Level 2 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 120 feet
Components: V, S, M (A hawk feather)
Duration: Concentration, up to 1 minute

You create a mass of plush feathers in a 20-foot-Cube centred on a point within range. The Cube’s space is lightly obscured and acts as Difficult Terrain. Creatures within the Cube have Resistance to Bludgeoning damage and Immunity to damage caused by falling.


Rectrix Slash

Level 2 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Touch
Components: V, S, M (A hawk feather)
Duration: Instantaneous

A sharp mass of feathers extends from a free hand. Make a melee spell attack against a creature within reach. On a hit the target takes 3d8 Slashing damage.

If you have Plumage when cast this spell, you can teleport up to 10 feet to an unoccupied space you can see immediately before or after making this attack.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.


Feather Storm

Level 3 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self (20-foot cone)
Components: V, S, M (A hawk feather)
Duration: Instantaneous

You unleash a flurry of sharp feathers in a 20-foot Cone originating from you. Each creature in the Cone makes a Dexterity saving throw, taking 6d6 Slashing damage on a failed save, or half as much on a successful one.

Immediately after this, if you have Plumage, you may teleport to an unoccupied space you can see that is adjacent to one creature that took damage from this spell.


Vanishing Crest

Level 3 Transmutation (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S, M (A hawk feather)
Duration: Instantaneous

You vanish in a cloud of feathers to the Ethereal Plane. When you cast this spell, choose an unoccupied space within range that you can see. At the beginning of your next turn, you reappear in the space you chose, or the closest unoccupied space to it if it has become occupied. You may also return to your original location if you choose.

When you cast this spell, if you have Plumage, you may fire a feather at creature within range. Make a ranged spell attack. On a hit, the target takes 4d4 Slashing damage.


Hawk’s Focus

Level 3 Transmutation (Ranger)
Casting Time: Bonus Action
Range: 60 feet
Components: V, S, M (A hawk feather)
Duration: Concentration, up to 1 hour

You focus in on one creature you can see within range and gain Plumage. For the duration, you gain Plumage at the start of each of your turns and you have Disadvantage on attack rolls made against creatures other than chosen creature.

As part of the Bonus Action used to first focus on a creature, and as a Bonus Action on subsequent turns, you may fire a feather at the target if it is in range. Make a ranged spell attack. On a hit, the target takes 4d4 Slashing damage.

If the target creature drops to 0 Hit Points before this spell ends, you can use a Bonus Action on a subsequent turn to focus on a new creature you can see within range.

Using a Higher-Level Spell Slot. If you use a level 5+ spell slot the duration becomes 8 hours


Vibrant Quills

Level 4 Conjuration (Druid, Ranger)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (A hawk crown worth 500+ GP)
Duration: Concentration, up to 1 minute

A large plume of vibrant quills coat your limbs. For the duration whenever you gain Plumage, you also gain a quill, which persists until this spell ends. You gain Plumage.

Until the spell ends you can take a Magic action to cause your quills to explode outwards. Each creature in a 15-foot Cube originating from you makes a Dexterity saving throw. On a failed save, a creature takes 2d4 Slashing damage incresed by 2d4 for each quill you have, to a maximum of 12d4. On a successful save, a creature takes half as much damage only. After this special attack, you lose all your current quills.


Hunting Wings

Level 4 Transmutation (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S, M (A hawk feather)
Duration: Concentration, up to 1 hour

Large bird wings appear from your back. For the duration you gain a flying speed of 60 feet and your movement doesn’t provoke Opportunity Attacks.

As part of the Action that you used to cast this spell, and as a Magic action on subsequent turns, you can make a melee spell attack with the wings. On a hit, the target takes Slashing damage equal to 3d6 plus your spellcasting ability modifier. While you have Plumage this attacks damage is increased to 3d10.


Critical Eye

Level 5 Enchantment (Ranger)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (A gilded hawk feather worth 500+ GP)
Duration: 1 minute

For the duration of the spell whenever you make an attack roll that benefits from Plumage, roll a d4. On a 4, you automatically score a Critical Hit.

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