Base Class: Ranger
Legends speak of ancient mountains levitating in the sky thanks to some kind of magic rock. These mystical habitats are home to many wondrous flying creatures, but humanity and other humanoids are not welcome there. But some individuals have discovered these secret and magical places and have learned to respect this gift of magic and nature. The legendary flying mountain is a sacred sanctuary for them. Sky watchers, as we call those who protect the Sky Mountain, are incredibly agile and know how to survive and live among the wondrous creatures of the sky.
Free as the wind
At level 3, you gain resistance to damage caused by fall, your climbing speed is equal to your walking/running speed and when your jump distance is triple.
You also gain expertise in acrobatic and you gain has well “mountain” as an additional favored terrain (this obviously work with the flying mountain you came from)
Watcher from above
At level 7, you gain the following abilities:
-You can, a number of times equal to your Wisdom modifier (a minimum of one), use your reaction to summon a circle (radius 10 feet) of magic wind on the ground (the range of this ability is unlimited, but you have to see the ground where you summon it). The circle last 1 minute, but it can be dismiss freely at any moment. The circle negate all fall damage to a creature who fall in it and, if a creature start a jump in the circle, her jump distance will be triple. You regain all use of this ability after a long rest.
(If you combine that with the level 3 feature and the spell "jump", which is a spell rangers can learn, your jump distance become incredible !)
-You have advantage on perception check to observe something from 50 feet or higher.
-You can see up to 1 mile away without difficulty and discern small details at 150 feet. Additionally, you never suffer disadvantage on perception checks based on sight due to limited visibility from light or obscuring factors.
Battle in the sky
At level 11, you gain the following abilities:
-Your projectile can’t be negatively affected by the wind or any other meteorological effect, and you can attack while falling as if you were on the ground.
-Once per turn, when you attack a target, a magical wind strikes her. If you hit, the victim must make a Strength saving throw (DC equal to your spell save DC). If the victim fails, you can shove her 20 feet in a chosen direction. If the target is flying or in the air, she automatically fail the saving throw and is shove 30 feet instead of 20.
-You also gain advantage on your attack roll against target who are in the air or against target who are 50 feet or more below you.
-You learn the cantrip "Gust" and the spell "Skywrite". Theses spells count as rangers spells but doesn't count against your spells known.
Made to fly
At level 15, you learn the “fly” spell. This spell count as a ranger spell but doesn’t count against your spells known.
When you cast it only on yourself, this spell doesn’t require concentration or any component. You can cast it once without any spell slot needed, but you still need spell slot to cast it as higher level. You can do this once until needed a long rest.
Previous Versions
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4/10/2022 8:19:19 PM
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