Fighter
Base Class: Fighter

Falcon Knights are fighters who have learned arcane techniques to allow them greater mobility both on land and in the sky during combat, closing distances in a flash and raining death from above. These warriors, inspired by dragons, griffons, the birds of prey for which they are named, and even storms themselves harness wind and air to blast through defensive lines, take to the skies, and strike at their foes like lightning. Often respected and feared for the training and danger that comes with the title or the station they my hold in a kingdom, Falcon Knights are formidable shock troops capable of dominating duels, suppressing crowds, or grounding aerial threats. Falcon Knights take many forms, from honored royal guard, to wondering sellswords, and even bloodthirsty warlords. The training that taught these warriors their unique style differs just as much, some learn from holy masters passing on ancient tradition, and others learn - or discover - their abilities from magical, otherworldly entities such as Djinni or Fey. 

Soar

Beginning at 3rd level when becoming a Falcon Knight, you may use 20 feet of your Movement to Soar as a bonus action a number of times equal to your proficiency modifier, magically imbuing your movement with arcane wind. You regain 1 expended use of Soar per short rest, and all expended uses of Soar on a long rest. When you Soar you can either high jump or long jump from a standing position. Your maximum high jump distance is calculated normally and quadrupled (3ft + your Strength modifier, ×4). Your maximum long jump distance is calculated normally and tripled (your Strength score ×3). Soaring ignores attacks of opportunity against you. When using Soar to high jump, you may move up to 10 feet horizontally midair. You may also take the Attack Action with any melee weapon you have proficiency with while Soaring, turning your first attack that round into either a Dive Strike or a Storm Rush .

Dive Strike

When making an attack with a melee weapon you are proficient in after Soaring vertically (high jump) a minimum of 15 feet, you gain a bonus 1d8 weapon damage to your damage roll on a successful hit. This bonus increases to 2d8 at 7th level, 3d8 at 10th, 3d10 at 15th, and 3d12 at 18th. After your first attack you land up to 10 feet from your target on either a successful attack roll or a failure. Successfully landing your attack negates all falling damage.

Storm Rush

When making a melee weapon attack with a weapon you have proficiency in after Soaring horizontally (long jump) a minimum of 10 feet, you gain a bonus 1d4 weapon damage to your damage roll on a successful hit. This bonus increases to 2d4 at 7th level, 3d4 at 10th, 4d4 at 15th, and 4d6 at 18th.

Updraft

The same magic that empowers your movement also cushions your decent, granting you resistance to falling damage as long as you are conscious.

Spells

As a part of the arcane training you received to become a Falcon Knight, you've gained a grasp on simple spells involving wind, as well as how to bolster the body and mind for yourself and others with arcane air. You learn the gust, resistance, and thaumaturgy cantrips and can cast them at will. (Thaumaturgy can not be used to change colors or shake the earth.)

Wingstep

At 7th level you gain a stronger grasp over the air when Soaring and can kick off it with a small gust of wind from your feet. You are no longer limited to a single Dive Strike during Soar, allowing for any number of your Extra Attacks to be used before landing. Rolling a natural 1 on your attack roll ends the Soar and you land within 5 feet of your target. Each Dive Strike may target the same creature or multiple creatures up to 10 feet away from the last target struck. Wingstep also makes you immune to all falling damage you would receive when using Soar.

Dive Strike/Storm Rush Bonus

Your Dive Strike damage bonus increases to 2d8, and your Storm Rush bonus increases to 2d4.

Sharp Senses

Your keen senses and sharp eyes can pick up on the tiniest of details, from shifts in the wind to the shifting of nervous eyes, a must have skill for Falcon Knights who move and strike at blistering speeds. You gain advantage on Initiative rolls at the start of combat, as well as Perception skill checks.

Grounding Strike

At 10th level when you hit a creature with your Dive Strike, you may attempt to cripple their limbs or crush them into the ground. The target must make a Strength saving throw. On a failed save the target is knocked Prone. Only a single Grounding Strike can be made to each target per turn.

Dive Strike/Storm Rush Bonus

Your Dive Strike damage bonus increases to 3d8, and your Storm Rush bonus increases to 3d4.

Zephyr

Upon reaching 15th level you learn to use the same magic you use to Soar to create a temporary shield of wind to protect yourself or your allies. As a Reaction, you may spend a use of Soar to grant yourself or a creature you can see within 30 feet of you a +5 bonus to AC until the start of your next turn.

Dive Strike/Storm Rush Bonus

Your Dive Strike damage bonus increases to 3d10, and your Storm Rush bonus increases to 4d4.

Lightning Strike

Finally, at 18th level you've mastered the art of striking with your soaring momentum. Your keen senses and honed skill make your powerful strikes as precise as they are deadly. You have advantage on all Dive Strike and Storm Rush attack rolls you make, and they score a critical hit on a roll of 19 or 20. (This does not stack with other crit range increases.)

Approaching Storm

You an approaching storm, never without a rushing squall when you need it most. You regain 2 uses of Soar if you have 0 remaining at the start of a combat encounter, or 1 use of Soar if you only have 1 remaining.

Dive Strike/Storm Rush Bonus

Your Dive Strike damage bonus increases to 3d12, and your Storm Rush bonus increases to 4d6.

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