Base Class: Fighter
An art lost to time, Skypiercers. wielded reaching weapons and vaultstone boots to propel themselves through the air, enabling them to slay the beasts others would shy away from. With the resurgence of giant beasts across the realm, those who have uncovered secret techniques of the past to deal with them are held in high regard.
Most consider them lost to history, though rumors persist that some have endured to pass on their secrets.
Vaultstone Boots
Vaultstone Boots, a staple of a Skypiercer, allow the user to leap deftly through the air.
When you reach level 3 in this class your jump distance is tripled, and you may jump the maximum distance horizontally or vertically without moving beforehand. In addition, you are immune to fall damage if you are airborne due to jumping.
Flourish
When you reach 3rd level in this class you gain proficiency in the performance and intimidation skills when using your weapon to demonstrate your prowess to awe crowds or intimidate enemies respectively. This uses your strength skill in place of your charisma skill.
Airborne Combattant
When you choose this archetype at 3rd level, you learn how to harness your airborne momentum to deal greater damage.
You may attack at any point during your jump before you fall, allowing you to strike airborne targets in melee. Alternatively, when you land on or beside an enemy you may put the momentum of the fall into your strike. Instead of being immune to fall damage, you may opt to have a single target take the fall damage in your stead. The damage type is changed to piercing damage, and is considered magical if you wield a magical weapon for the purposes of overcoming immunity.
Impact Crater
Soaring into the air, you can bring yourself down to earth with a resounding crash, scattering enemies before you.
At 7th level, you get a second option for your Airborne Combattant feature. Instead of damaging a single enemy, you may instead opt to damage every enemy within 5 feet of your landing area for half of the falling damage you would have taken. (rounded up.) The damage type changes to bludgeoning, and each enemy must make a dexterity saving throw versus the damage or be knocked 5 feet away from you and fall prone.
Turn the tables.
Starting at 10th level, when you make your first attack against a single enemy, you may force it to make a strength saving throw. On a failure, choose one of the following effects:
- Aim for the eyes: The target is blinded until the start of your next turn if it has eyes.
- Go for the throat: The target is silenced until the start of your next turn if it cannot communicate nonverbally.
- Hamstring: The target is knocked prone.
- Signature strike: The target has disadvantage to attack anyone except you until the start of your next turn.
- Spring-off: You move 30 feet away from the enemy in any direction. This does not require the enemy to make a strength saving throw, and occurs after all your attacks as part of the attack action have been rolled.
You may use these maneuvers a number of times equal to your proficiency bonus, and their uses reset on a short or long rest.
Slayer of Legend.
Beginning at 15th level, you gain a number of benefits from your mastery of the ancient art of monster slaying.
- You may jump while you are midair.
- You may dash as a bonus action, if you jump during the action.
- When you action surge, you also regain the use of a bonus action and movement.
- Your impact crater feature now uses your full fall damage instead of half damage.
- When you use your turn the tables feature, enemies of your size or smaller must also make an additional wisdom saving throw or be under the feared condition until the start of your next turn.
Death From Above.
At 18th level, you have attained true mastery of the Skypiercers arts.
You may use your turn the tables ability an unlimited number of times (Though still once per turn.)
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