Base Class: Rogue
While most avian humanoids or rooftop thieves seek the absolute lightest frame to stay aloft, Night-Gliders embrace a different philosophy: weight is momentum, and momentum is power. Often arising from unique physical anomalies, heavy machinery training, or survival in multi-tiered vertical cities, these rogues treat gravity not as an enemy, but as their most dependable weapon.
In the alleys and lower docks of the world, a Night-Glider learns the delicate art of balance, effortlessly traversing slick rooftops, hanging wires, and narrow iron beams. When it comes time to strike, they do not merely slip from the shadows—they drop like meteorites. By utilizing specialized fan-like plumage, heavy bone structures, or mechanical gliders, they steer their downward plummets to ambush targets with devastating kinetic force.
As a Night-Glider grows in experience, their bodies adapt to the brutal toll of their trade, developing unnatural resilience to impact and shockwaves. At the pinnacle of their execution, a Night-Glider's descent is a spectacular and terrifying event—a silent fall that culminates in a thunderous impact capable of shattering defensive lines, knocking crowds to the ground, and allowing the rogue to vanish back into the dark before the dust even settles.
Canopy acrobat
3rd Level: Canopy Acrobat
Your time spent tight-roping for coin and climbing the Great Forest has made you exceptionally agile.
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You gain proficiency in the Acrobatics skill if you don't already have it.
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Walking across narrow or unstable surfaces (like tightropes, ledges, or high-rigging) does not count as difficult terrain for you, and you have advantage on balance-related Acrobatics checks.
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Your climbing speed is equal to your walking speed.
Plunge of the broken wing
9th Level: Plunge of the Broken Wing
Your unique fan-like tail feathers and heavy frame allow you to maneuver through the air in ways normal avians can’t replicate.
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When you fall, you can steer your descent. For every 10 feet you fall vertically, you can move up to 10 feet horizontally.
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If you use your Velocity Strike after falling at least 20 feet, the target must succeed on a Strength saving throw (DC = $8$ + your Proficiency Bonus + your Dexterity modifier) or be knocked prone and stunned until the start of your next turn under the sheer impact of your weight.
Aether-Sap Resilience
13th Level: Aether-Sap Resilience
The Glow-Sap and Aether-Silt sealing your bones and wings have permanently altered your physiology, making you incredibly tough to put down.
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You gain resistance to bludgeoning damage.
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When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
Apex Momentum
You have mastered the art of tearing down cages and execution targets alike. The momentum of your drop can ripple through an entire battlefield.
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When you hit a creature with your Velocity Strike, the attack deals an extra $4d6$ force damage as the kinetic energy explodes outward.
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Additionally, every creature within 10 feet of the target must make a Dexterity saving throw against your class DC or be knocked prone by the shockwave. You can immediately use your Bonus Action to Move up to half your speed without provoking opportunity attacks, melting back into the shadows.
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Level 3: Second-Story Work
You’ve trained to get into especially hard-to-reach places, granting you these benefits.
Climber. You gain a Climb Speed equal to your Speed.
Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 9: Supreme Sneak
You gain the following Cunning Strike option.
Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Level 13: Use Magic Device
You’ve learned how to maximize use of magic items, granting you the following benefits.
Attunement. You can attune to up to four magic items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 17: Thief’s Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
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