Ranger
Base Class: Ranger

Unsatisfied with mastery over terrain, some rangers seek to conquer the skies, surveying nature from above. Skyknights are masters of acrobatics and aerial combat, using magic to control the winds and displaying aspects of predatory birds.

Wind Blast

At 3 level, you are able to magically sculpt air to your benefit, performing supernatural feats. As a bonus action, you may perform one of the following effects:

  • Make a melee spell attack against a target within 10ft of you. On hit, the target takes 1d6 bludgeoning damage and is pushed 5ft away from you.
  • Triple your jump distance until the start of your next turn.
  • Triple your jump height until the start of your next turn. You may expend a spell slot of 1 level or higher to hover at the apex of your jump for one round.
  • Reduce any fall damage you would take by 5 times your ranger level, for 1 minute.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or a long rest.

Aspect of the Hawk

Beginning at 7 level, whenever you make an attack with a weapon while in the air, you gain a +1 bonus to attack and damage rolls. If the attack is ranged, creatures you can see do not gain the benefits for being in cover. If the attack is melee and targets another airborne creature, you gain an additional +1 to attack and damage rolls.

Furthermore, you gain advantage on Perception checks while airborne.

Aspect of the Owl

When you reach 15 level, you gain a flying speed equal to your move speed. You also move silently and have advantage on Stealth checks while flying.

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