Base Class: Fighter
The Skyswimmers are an elite team of wyvern-riders hailing from the remote elven city of Lyrengorn. In ages past, the Skyswimmers served as a formidable standing army, their wings cutting through the skies as they defended the realm. In these days, their role has transformed to that of ceremonial athletes. Every year on the Winter Solstice, they take to the sky to honor the Moonweaver, their breathtaking aerial feats a dazzling display of skill and tradition. The Skyswimmers are fiercely selective, traditionally only open to those of elven heritage, as it may take decades to forge the necessary bond with the famously untameable wyverns.
Bonus Proficiencies
- When you choose this archetype at 3rd level, you gain the following benefits:
- Bonus Proficiency. You gain Proficiency with one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Nature, or Survival.
- Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Wyvern Companion
- At 3rd level, you have begun to form a tentative bond with your wyvern. The wyvern can now accompany you on your adventures and is trained to fight alongside you. The wyvern is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Wyvern Companion stat block, which uses your proficiency bonus (PB) in several places.
- While your bond is still in the early stages, your wyvern is friendly to you but will not allow you to ride it. The wyvern cannot be used as a mount.
- In combat, the wyvern shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
- If you are incapacitated or absent, the wyvern acts on its own, focusing on protecting you and itself. The wyvern never requires your command to use its reaction, such as when making an opportunity attack.
- If the wyvern dies, you can obtain another one by spending 8 hours magically bonding with another wyvern that isn’t hostile to you.
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Wyvern Companion |
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Large dragon |
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Armor Class: 14 + PB (natural armor) |
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Hit Points: 5 + five times your fighter level (the wyvern has a number of hit dice [d10s] equal to your ranger level) |
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Speed: 40 ft. |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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16 (+3) |
12 (+1) |
15 (+2) |
8 (−1) |
14 (+2) |
8 (−1) |
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Saving Throws: Dex +1 plus PB, Wis +2 plus PB |
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Damage Immunities: Poison |
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Senses: darkvision 60 ft., passive Perception 12 |
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Languages: understands Draconic and one other language of your choice (cannot speak) |
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Challenge: Proficiency Bonus (PB) equals your bonus |
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Actions |
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Bite. Melee Weapon Attack: +3 plusPB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. |
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Stinger. Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d6 plus PB piercing damage. The target must make a Constitution saving throw (DC is 12 + PB), taking 2d6 poison damage on a fail, or half as much damage on a save. The wyvern can use its stinger a number of times equal to your Proficiency Bonus per long rest. The poison damage caused by the stinger increases by 1d6 for every two Fighter levels above 3rd. For example, at level 5 the damage becomes 3d6, at level 7 it becomes 4d6, etc. |
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Wyvern Rider
- Beginning at 7th level, the bond between you and your wyvern has strengthened. Your wyvern will now allow you to ride it, although it will not fly with you on its back.
- You may use your wyvern as a mount. While you are mounted, your wyvern's flying speed is reduced to 0 ft.
- While you are mounted on your wyvern and not incapacitated, you gain the following benefits:
- You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
- Mounting or dismounting your wyvern costs you only 5 feet of movement, rather than half your speed.
Strengthened Bond
At 10th level, you and your wyvern have learned to fight as a unit. While mounted on your wyvern, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Perfected Bond
- At 15th level, your bond to your wyvern reaches the pinnacle of its power. You and your wyvern gain the following benefits:
- Empowered Bite. The wyvern's Bite attack deals an extra 2d6 poison damage.
- Flying Trust. When you ride your wyvern, it is no longer prohibited from using its flying speed.
- Ferocious Charger. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Rider
- Starting at 18th level, you and your wyvern respond to danger with extraordinary vigilance. In combat, you and your wyvern get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. Only you or your wyvern can take this reaction at a time.
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