Base Class: Fighter
As a Sprite of the Feywoods, your people are not accustomed to the ways of the warrior. But you've been called to such a path. Practitioners of Sprite Jitsu learn how to master aerial combat by watching the creatures of the forest and mastering the use of their speed. You are the only ones standing between their homes and destruction at the hands of the darker things that lurk in the Feywoods.
Encumbered Flight
You have spent long hours building your strength while wearing armor. You may now fly while wearing heavy armor, however, the height you are able to fly is restricted to 10 ft.
Flight Style
You have become adept at fighting with your small form, and you have learned how to use it to your advantage. At 3rd level, you may select one of the following Flight - Styles. You gain access to the other Flight - Style at 10th level.
Peryton Style
You learn how to use your momentum just like the great-horned beast of the woods. If you have not moved on your turn, you may use your bonus action to use one of the following maneuvers.
- Gore. Must be declared before you make your attack. You move through the space of a targeted creature. You gain a bonus to your attack and damage rolls based on the distance you travel before reaching your target divided by 5, however, until the beginning of your next turn, all attacks made against you benefit from the same bonus.
- Dart. When an attack is made against you, you can expend up to 15 ft. of movement to dart out of the way at the last minute you gain a bonus to AC equal to the amount of speed you expended divided by 5. If the creature that declared an attack against you misses, you may use your reaction to make an attack of opportunity with a bonus to attack and damage equal to the amount that the attack against you missed by.
Stirge Style
You learn to move like the pests of the forests you inhabit. When you enter another creature's space, as a bonus action you can enter Stirge Style. While in Stirge Style you may use your bonus action to perform any one of the following maneuvers. While in Stirge Style, your AC increases by half your proficiency bonus rounded down.
- Buzz. You may expend 15ft. of movement to impose disadvantage on your target until the start of your next turn.
- Sting. On the same turn that you make an attack, you may annoy your target, forcing them to make an opportunity attack against you. You can expend up to 15ft. of movement when you use this maneuver to increase your AC against the opportunity attack by the amount of speed you expend divided by 5.
- Attach. You may expend 30ft. of movement to attach yourself to your target until the beginning of your next turn. While you are attached in this way, you move wherever your target moves, and you gain advantage on one attack roll. You can only be removed with a successful grapple check against you.
Unencumbered Flight
At 7th level, you have gained enough proficiency in your flight to no longer be burdened by your armor. The height you may fly is no longer restricted to 10 ft.
Aerial Superiority
Your combat abilities in the air are unmatched. At 10th level when you use a Flight-Style maneuver against a flying target, the target must succeed on a Strength saving throw or else be knocked prone. The DC for which is equal to 8+ PB + STR or DEX.
Improved Flight Style
When you reach 15th level, all maneuvers that may use up to 15 ft. of movement, may now expend up to 30 ft.
One with the Wind
When you reach 18th. level, your movement speed increases by 30ft. In addition, on maneuvers which have a maximum amount of movement that can be expended, that maximum limit is removed.
Previous Versions
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