Base Class: Rogue
Unseen as the thermal currents, relentless as the mountain gale, Skywalkers treat the sky not as a void, but as a path waiting to be walked.
While others are bound to the dirt, Skywalker Rogues turn battlefield air into a playground of devastating vertical momentum. Whether trained in mountaintop monasteries by elemental monks, taught by cloud elves upon sky-vessels, or self-taught thrill-seekers chasing the rush of the storm, these rogues weave aerial acrobatics into lethal martial control. A Skywalker does not merely dodge attacks; they rise above them, riding updrafts, bouncing off foes, and landing with the sudden, crushing impact of a living hurricane.
Level 3: Skywalk
Your connection to the wind allows you to move with incredible speed and agility through the air. You gain the following benefits:
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Wind Initiative. You gain a bonus to initiative rolls equal to your Dexterity modifier.
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Skyborn State. When you move at least 10 feet on your turn and jump into the air, you enter the Skyborn state until the end of your current turn. While Skyborn, opportunity attacks against you have disadvantage, your jump distance is equal to your walking speed, and jumping does not cost extra movement.
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Wind Cushion. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your rogue level.
Level 3: Skybreaker
You learn to channel wind power into your precision strikes. Once per turn, when you hit a creature with a Sneak Attack while in the Skyborn state, you can apply one of the following rider effects to the attack:
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Sky Crash. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be pushed up to 10 feet away from you in a direction of your choice.
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Crushing Drop. The target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone.
Level 9: Rebound
Your midair momentum allows you to bounce off foes to stay in constant motion.
While in the Skyborn state, when you hit a creature with an attack, you can immediately use a bonus action to leap up to 15 feet through the air without provoking opportunity attacks. If you land within 5 feet of a creature at the end of this movement, you can make one additional melee weapon attack against that creature as part of the same bonus action. On a hit, this attack deals extra damage equal to your proficiency bonus.
Level 13: Zephyr Spin
You can convert your landing momentum into a swirling gale of battlefield disruption without breaking your stride.
When you land from being Skyborn, you can instantly unleash a localized tempest centered on your landing space. When you do, choose any number of creatures within 15 feet of you. Each chosen creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be pulled 15 feet directly toward you.
Additionally, you create a 30-foot-radius sphere of turbulent air centered on your landing point for 1 minute. This area counts as difficult terrain for creatures other than you, and hostile creatures within the area have disadvantage on ranged weapon attack rolls.
You can use the pull effect of this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 17: Tempest
You embody the unstoppable power of the storm, moving and striking like a living hurricane. You gain the following benefits:
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Stormflight. You gain a flying speed equal to your walking speed, can hover in midair, take no damage from falling, and cannot be knocked prone. You are considered permanently in the Skyborn state while airborne.
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Tempest Strike. When you hit a creature with a Sneak Attack, you can release a thunderous shockwave of wind. The target and each creature of your choice within 15 feet of it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes 4d10 force damage, is flung up to 10 feet into the air, and falls prone. While airborne from this effect, a creature cannot take reactions. On a successful save, a creature takes half as much damage and is pushed 5 feet away.
Previous Versions
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8/10/2025 9:08:58 AM
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11/9/2026 5:07:51 PM
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