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## Griffin Knight ### Griffin Knights are the famed flying cavalry of royalty, guardians of kings and treasure these warrior are held in high regard far and wide. To be considered for the position as a Griffin Knight one must first make a special connection with a wild griffin, this test is highly dangerous as griffins will only allow themselves to be tamed by worthy adventurers and nobility. #### Griffin Rider When you choose this archetype at 3rd level, you learn how to ride and interact with griffins. You gain the following benefits; - You gain proficiency with the persuasion skill if you do not already have so. - You have advantage on saving throws made to avoid falling off your mount. - You can land on your feet if you fall off your mount and descend no more than 10 feet, as long as you are not incapacitated. - You only expend 5 feet of movement in order to mount or dismount a creature. #### Rider's Bond Also at 3rd level, You've bonded with the majestic beasts known as griffins. As an action, you can magically summon the griffin that is bound to you, appearing in an unoccupied space of your choice within 30 feet of you.
The Bonded Griffin is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Bonded Griffin stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the griffin, such as its color, or its animal makeup; your choice has no effect on its game statistics. \columnbreak
In combat, the griffin 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 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. If you are incapacitated, the griffin can take any action of its choice, not just Dodge. Additionally, while mounted the bonded griffin cannot benefit from its flight speed.
The griffin remains until it is reduced to 0 hit points, until you use this feature to summon the griffin again, or until you die. Anything the griffin was wearing or carrying is left behind when the griffin vanishes.
Once you summon the griffin, you can’t do so again until you finish a short or long rest. #### Sky Warden At 7th level, when you make an attack against a creature, your bonded griffin has advantage on its first attack against that creature until the start of your next turn. Additionally, your bonded griffin's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Symbiotic Relationship At 10th level, your bond with your griffin allows it to work with you in tandem more effectively. Whenever you use your Second Wind feature, your bonded griffin regains the same number of hit points as you do, and when you use your Action Surge feature, your bonded griffin gains an additional action on its next turn. \pagebreakNum
#### Majestic Presence Also at 10th level, an aura of grace and majesty radiates from your griffin. You can command your bonded griffin to unleash this aura forcing creatures to make a DC15 Wisdom saving throw. On a failed save, creatures are charmed by the griffin until the end of the griffins next turn. You can use this feature once per long rest. #### Royal Griffin At 15th level, your bond with your griffin has evolved allowing the griffin to attain the title of royal griffin. Your bonded griffin can attack twice instead of once, whenever you take the Attack action on your turn and can benefit from its flight speed while mounted. Additionally, you have resistance to fall damage. #### Griffin Champion At 18th level, you have reached the apex of your bond with your griffin, making your strength its own. Your bonded griffins Strength. Dexterity, and Constitution scores are replaced by your own if they are higher than the griffins.
Additionally, when you roll initiative you can immediately mount your bonded griffin and move up to its movement speed.
___ > ## Bonded Griffin >*Large monstrosity* > ___ > - **Armor Class** 12 + PB (Natural armor) > - **Hit Points** 5 times your fighter level, Plus your Constitution modifier (the Bonded Griffin has a number of hit dice [d10] equal to your fighter level) > - **Speed** 30 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|12 (+1)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Dex +2 plus PB, Con +2 plus PB > - **Skills** Perception +2 plus PB > - **Senses** darkvision 60 ft., passive Perception 12 + PB > - **Proficiency Bonus (PB)** equals your bonus > ___ > ***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Claws.*** *Melee Weapon Attack:* +3 plus PB to hit, 5 ft., one creature. *Hit:* 1d8 plus PB slashing damage > > ***Beak.*** *Melee Weapon Attack:* +3 plus PB to hit, 5 ft., one creature. *Hit:* 1d8 plus PB piercing damage > > ### Reactions > ***Retreat.*** When the Bonded Griffin or a creature riding the it is hit by an attack, it can move up to 10 feet. This movement occurs after the attack hits and does not provoke opportunity attacks.