Base Class: Rogue
Skywalker Rogues are aerial daredevils, wind dancers, and masters of movement who blur the line between ground and sky. Whether trained by elemental monks, taught by cloud elves, or self-made thrill-seekers, Skywalkers harness the wind itself to perform superhuman leaps, evade enemies with midair grace, and eventually soar
Level 3: Skywalk
Your connection to the wind allows you to move with incredible speed and agility through the air. You leap, dash, and soar in ways that seem impossible to others.
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Skyborn: When you jump at least 10 feet into the air (your jump distance is equal to 3 times your Dexterity modifier), you enter the Skyborn state until the end of your turn. While Skyborn, you gain advantage on initiative rolls and can choose one of the following benefits:
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Slipstream: Opportunity attacks against you have disadvantage.
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Ghost Step: You can move through hostile creatures’ spaces without provoking opportunity attacks or treating them as difficult terrain.
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Windborne Grace: When you fall, you can use your reaction to reduce the fall damage by an amount equal to your rogue level.
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Note: You must be airborne to use any abilities that require the Skyborn state.
Level 3: Aerial Dash
At 3rd level you also gain the ability to push yourself through the air, dashing in the Wind
While Skyborn, you can choose to:
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Skybound Step: Dash in a straight line using your full movement. You must end your turn on solid ground unless otherwise permitted.
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Cyclone Feint: Move up to half your speed. If still airborne afterward, your next attack this turn is with advantage.
Uses: Equal to your proficiency bonus; refresh on a long rest.
Note: You must be airborne to use Aerial Dash.
Level 9: Zephyr Trickster
While Skyborn, as a bonus action, perform an aerial feint:
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Shift up to 10 feet horizontally without provoking opportunity attacks (must land on ground afterwards).
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Until the start of your next turn, gain a +2 dodge bonus to AC, representing your agile midair movement.
Level 13: Storm Chaser
While Skyborn (i.e., airborne via a jump of at least 10 feet or through Aerial Dash):
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You gain fly speed equal to your walking speed, but only for that turn.
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You retain a feather‑light grace in the air: you are immune to falling damage, reflecting your magical aerial balance and finesse.
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At the end of your turn, you must land on solid ground—you cannot remain aloft indefinitely.
Level 17: Sky Reaver
Upon landing a Sneak Attack, you can use your bonus action to force a creature within 15 feet to make a Dexterity saving throw. On a failed save, the creature is pushed 15 feet into the air and is considered prone while airborne.
While the creature is airborne, you can use your Sneak Attack again on your next turn as a bonus action, regardless of whether the creature is within 5 feet of you.
You can use this feature three times per long rest.
Previous Versions
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8/10/2025 9:08:58 AM
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