Base Class: Fighter
A warrior always strives to achieve new heights with their battle prowess, mastering new weapons, techniques and strategies. A Falcon Knight takes this to a new level. With explosive force, the knight can take to the skies with both fury and grace to bring forth calamity on their enemies from above. Falcon Knights have mastered the art of lances and aerial mobility to strike their opponents with deadly precision.
Aerial Arsenal
Starting at 3rd Level, you gain the skills and tools that gives a Falcon Knight their very name, and have learned to adapt those tools to fit your own methods of use.
When you are not mounted, lances now have the versatile property for you, dealing 1d8 piercing damage when using one hand, or 1d12 piercing damage when using two hands. Also, you no longer have disadvantage when attacking creatures with a lance within 5 feet of you when you are not mounted.
Bird Caller
At 3rd Level, you gain an understanding of the creatures of the sky. You gain proficiency in Animal Handling, if you are not proficient in it already.
Also, you now have the ability to cast speak with animals or animal messenger on beasts with an innate flying speed. These spells must be cast as a ritual and once you cast either spell in this manner, you cannot cast either spell this way until you perform a long rest.
Launch
In addition, at 3rd Level, you learn the art of aerial combat, a signature of the Falcon Knights. While standing on a solid surface, you can use your bonus action to magically leap vertically, horizontally or a combination of the two up to a combined total of 15 feet. For example, you may choose to leap 5 feet vertically and 10 feet horizontally. When you reach 7th level, the leap's distance can be a total of up to 30 feet instead.
You cannot use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesn’t provoke opportunity attacks or count against your movement, and if you fall immediately after using this feature, you can subtract up to your maximum leap distance in feet from the fall when calculating falling damage.
You can use this feature three times, and regain all expended uses after taking a short or long rest. When you reach 7th level, you can now use this ability up to four times between rests. Lastly, at 15th level, you can use this ability five times between rests.
Also, leaping in this way provides increased force to your attacks. If you make a melee weapon attack during or immediately after leaping, you make the attack roll at advantage and deal an additional 1d8 damage on that strike. At 10th level, the additional damage die increase to 1d10. At 18th Level, the damage increases again to 1d12. The target cannot receive the benefits of this attack if they do not immediately make a weapon attack after using the Launch feature.
Nimble Warrior
Upon reaching 7th level, you increase your walking speed by 10 feet.
Also, whenever you make a Dexterity saving throw, you may expend one of your Launch uses as a reaction. When you do so, you take no damage if you succeed on the saving throw and only half damage if you fail.
Falcon Strike
Upon reaching 10th Level, your weapon attack made during or immediately after using your Launch feature now critically hits on a 19 or 20. Now, if you hit a flying creature with this attack. it must also make a Strength saving throw or have its speed be reduced to 0 feet until the start of your next turn. The DC for this attack is equal to 8 + your proficiency bonus + your Strength modifier.
In addition, armor you wear no longer imposes disadvantage on Dexterity (Stealth) checks.
Predatory Instincts
At 15th level, you have advantage on initiative rolls, and when you roll initiative with no uses of your Launch ability, you regain one use.
Sky Piercer
At 18th level, when you hit a creature with a melee weapon attack immediately after or during your Launch, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
In addition, you can push yourself beyond your normal limits when you use your Launch feature. When you do, your leap can total a maximum of 90 feet, instead of 30, and you don’t suffer any damage from falling until you land again. Once you use this feature, you shouldn’t do so again before you finish a short or long rest. Each time you do, you suffer one level of exhaustion. You can’t use this feature in this way if you’re suffering from two or more levels of exhaustion.
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