Fighter
Base Class: Fighter

Once a known as Tide Breakers, Sky Breakers used to be known for their place on whaling and monster hunting ships. Once the advent of airships became common use many assumed that it would become a forgotten art. They were more stubborn and many Sky Breakers have adapted their harpoon techniques to in order to work in city skylines and on airships in particular. A sign of them changing their techniques is their signature Sky-Piercer and Canum cartridges, both having their origins from harpoon and Cannonballs. They are often seen hopping on rail cars in cities and flinging themselves unto airships midflight.

 

Sky Piercer

 After studying the craft of the Tide Breakers you create a their signature sky piercer to take the art into the world above the oceans. You can attack with a Sky Piercer using either your Strength or Wisdom. It deals 1d6 piercing damage and has a thrown range of 60/90. On a hit the target must make a save against your DC or gain the grappled condition if the creature is one size larger than you or smaller. You may end this condition (no action required). If a creature is not being grappled the weapon returns to your hand. The target can repeat the save at the start of their turns or by spending an action, ending the grapple on a success.


You have {{scalevalue}} Modifications known, 

Saving Throws. If a Sky Piercer or Canum Cartridge requires a saving throw, the DC equals 8 plus your Strength or Wisdom modifier (your choice) and Proficiency Bonus.

Canum Cartridge

You gain proficiency with two types of Artisan’s Tools of your choice. You learn to refine Canum Powder into explosive charges known as Canum Cartridges.

As part of the attack action, you may forego an attack expend uses to throw Canum Cartridges in a space within 30ft of you. Either as a reaction or as part of the same attack you may detonate the powder. Creatures within 10ft of the cartridge must make a dexterity saving throw, on a failure they take a number of d6s of piercing or bludgeoning damage (your choice) per use expended.

You have {{scalevalue}} uses per long rest.

Man Your Stations

You have learned where you and your comrades will be at their best. Starting at 7th level, when using second wind you can target two willing creatures may move up to their walking speed without provoking opportunity attacks

Another Horizon

A Sky Breaker must be able to adapt to the new challenges that each day brings them. Starting at 10th level you may change one preparation you have prepared for another preparation over the course of a long rest.

Cull the Monsoon

You have made your Canum Cartridges larger in order to cover a larger area and easier to restock in dire circumstances. Starting at 15th level, your Canum Cartridges gain an additional 5ft radius for each charge expended past the first. You regain 2 uses of Canum Cartridges when you use an action surge.

Cataclysmic Horizon

The largest explosive that a Sky Breaker can create using Canum Powder. Starting at 18th level, you may use an action to throw out a massive explosive up to 120ft away. Each creature in a 60ft radius must make a constitution saving throw taking 8d12 damage type of your choice becoming blind and deafened on a failure. They may repeat the saving throw at the end of their turns ending the conditions on a success. You may use this feature once per long rest or by expending 6 uses of your Canum Cartridge feature.

Preparation Options

Sky Breakers are taught multiple ways to prepare for a hunt. Sky Breakers work to learn new styles of handling their Sky Piercer and new formulas for their Canum powders. It has been found that for both practicality and safety only a few should be maintained and practiced at a given time. The preparations are presented in alphabetical order.

 

 

If a Preparation requires a saving throw, your Skybreaker DC equals 8 + Strength/Wisdom modifier (your choice) + Proficiency Bonus.

Barbed Cetus Style

Rail Driver: Made to replicate that barbs from Aspidochelones, Dragon Turtles and Cetuses, some Sky Breakers added retractable barbs to their Sky Piercer to slice into their prey. A creature fails the grapple check of your Sky Piercer takes 2d4 piercing damage.

Blinding Burst Powder

Cartridge: This powder was made primarily to imitate a incantation used by merfolk to defend themselves from monsters that emerge from the abyssal layer of the ocean. Blinding Burst Powder changes the Canum detonation to radiant damage and can blind a creature that fails the save until the start of your next turn.

Canum Ink Style

Based on the venom of a basilisk, Sky Breakers started to mix Canum powder with inks to coat their weapons in. This practice further evolved to adding a strand a flint to their weapons to ignite the inks in a concentrated attack. As a bonus action, you may expend Canum Cartridge to coat a Sky Piercer in Canum. The next time you hit with an attack using your Sky Piercer it deals an additional 1d8 per charge of damage of the type of Canum used, the creature has disadvantage on the save against the Canum's effects.

Dissolving Hiss Powder

Canum: When using a canum cartridge you may change the damage to acid. A creature that fails the save you may reduce their Armor Class by 2 until the end of your next turn.

Frigid Sigh Powder

Made to replicate the breath of Frost Salamanders, this changes the damage of the Canum Cartridge to cold, the save changes to a strength saving throw. On a failed save creatures have their speed reduced by 5ft. On a successful saving throw, creatures take half damage and do not have their speed reduced.

Heated Breath Powder

Made to replicate a hell hound's breath, this changes the Canum Cartridge to fire damage. On a failed save creatures take 1d6 of fire damage  takes 2 points of fire damage per use expended at the end of their next turn if they did not move at least 10ft.

Kelpie Strands Style

A style originating from the use of threading kelpie hair into ropes in to make it harder for prey to break the cords. You spent time to reinforce the metal of the wire used on your Sky Piercer. You may subtract 1d4 from saving throws to escape a grapple from your Sky Piercer.

Kraken Cord Style

Made to replicate the way that Krakens have squeezed ships larger than them. You can grapple creatures up to two sizes larger than you using your Sky Breaker.

Privateer Plating Style

Implemented when Tide Breakers started to have to defend themselves from raiders. Many made a metal arm guard to cover the arm they use to wield their Sky Piercer. You gain a + bonus to AC.

Safety Relay Style

To help save crew members that went overboard, many Sky Breakers made a safe end for their Sky Piercer to pull allies back to safety. You may replace an attack from the attack action to move a willing creature within 30ft 10ft closer to you without provoking opportunity attacks. You may not use this if you are grappling a creature using your Sky Breaker.

Startling Shriek Powder

Canum: Made to mimic the cries of a harpy, this formula changes the damage to thunder and pushes creatures back 5ft per use expended on a failed save. They take half damage and are not pushed on a successful save.

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