Fighter
Base Class: Fighter

The Aeronaut is a master of aerial combat. These elit warriors were part of the Empire of Tal'Quiral's military. Only the most daring and promising individuals were even considert to be trained in using the special Aerial Movement Device (AMD) and even then, most never fully mastered it.
With the fall of the empire, this technique fell into the annals of history, slowly becomming forgotten by time. However there are rumors of a small number of settlers within the Noxion, who managed to find and restore the ancient AMDs, picking up ancient fighting techniques by slowly training themselves and rediscovering what was forgotten.

Aerial Movement Device

At 3rd level, you gain access to your Aerial Movement Device (AMD). This device consists of two metal rope slingers with hooks on their ends, who work as anchors, a strong mechanical coil and a steam expelling valve.
This device only works for you and doesn't function propely if worn with medium or heavy armor. It is able to support 200lbs in addition to your body weight. If burdened with more weight at the end of your turn, the ropes have a chance to break, needing one hour of work to repair.

While equiped, you can use an Action to lash your hook to a point within 60 ft. of you. It takes another action, while standing on a solid surface to dislodge and retrieve your anchor.

While Anchored:
You gain a flying speed of 60 ft. which can only be used within a 60 ft. radius of your anchor. While flying like this, your ranged attacks have disadvantage. Additionally you do not provoke opportunity attacks from creatures that are below you.
During your suspension, you have to move at least 10 ft. a turn and you can not use the dash action.

Steam Maneuvers

At 3rd level you gain access to Steam Maneuvers, which are supported by the steam expulsion valve. While wearing your AMD you can equip one steam canister which holds up to 6 charges, that can be expended for different Steam Maneuvers.

Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below.
You learn one additional maneuver of your choice at 7th, 10th, 15th and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Maneuvers:

Emergency Burst (1 Charge)

As a reaction you release a steam burst, causing an attack, that wasn't a critical hit, on you to miss. If it was a critical hit, it becomes a normal hit instead.

Evasive Steam Screen (1 Charge)

As a bonus action, you release a protective steam screen around you. Until you move, the area around you is heavily obscured. The steam also dissipates after 1 minute or if it is dissipated by wind.

Quick Relocation (1 Charge)

As a bonus action, you can relocate your anchor to another spot within 60 ft. of yourself without plummeting to your death.

Steam Dash (1 Charge)

As a bonus action you release one large burst of steam, granting you an additional 60ft. of movement this turn. Additional you don't provoke any opportunity attacks until the end of your turn.

Steam Drive (2 Charge)

You activate a steady flow of Steam to propell yourself at an even higher speed. For the next minute your AMD flying speed is increased by 30 ft. and your walking speed by 15 ft..

Steam Slash (2 Charges)

As part of the attack action, you can give yourself advantage on your attacks this turn. The first time you hit, if you are wielding a light weapon, you deal an additional weapon damage die.

Steady Scout

At 7th level, while suspended on your AMD, you can hover. While hovering you gain advantage on Wisdom(Perception) checks.

Fall Affinity

At 7th leve, you gain the ability to quickly adjust to falling from great heights. When falling you can use your reaction to reduce the falling damage by half the amount (rounded up).

Aerial Mastery

At 10th level, your training makes you more evasive, especially while suspended in your AMD. While flying, enemy ranged attacks have disadvantage on you.
Additionally you gain advantage on Dexterity saving throws and while flying with your AMD, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Perfect Relocation

At 15th level, you can use a bonus action on your turn to relocate your anchor to another point within 60ft. of yourself. You can do so a number of times equal to your dexterity modifier.
You regain one expended use of Perfect Relocation for each 10 minutes you stay on a solid surface.

Soaring Leader

Starting at 18th level, you are adapt to being a fearless leader and a paragon of agile fighting. On your turn you can use your bonus action to issue the command "Advance!". Each ally that can hear you gets an additional 15 ft. of movement and enemies have disadvantage on opportunity attacks on them until the start of your next turn.

You can use this feature a number of times equal to 1 + (your charisma modifier).

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