Base Class: Fighter
By way of magic, technology, or natural gifts, you have freed yourself from the shackles of gravity. You now move expertly in the air, becoming even more deadly than before.
As an Ace Airman you have become the master of the air, becoming an eye in the sky laying down cover for allies, or an all or nothing divebomber striking from above.
Airborne Combatant
Starting at level 3 when you gain the Ace Airman archetype, you gain the ability to fly whole activating this skill. The distance you can fly is your proficiency bonus times 10 ft. This flight speed does not stack; If you already have a another flight speed, it does not stack, instead taking the higher speed.
While this skill is active you gain Fly-By.
This ability lasts for 1 minutes and can be activated as a bonus action a number for time equal to your proficiency bonus per long rest.
At level 10 this skill's duration is extended to 10 minutes.
Fly-By
While flying, any creature you hit with an attack cannot take an attack of opportunity on you.
Immediately after a successful attack, you can fly an additional 5 ft that does not count against your total movement.
Fly-By
While flying, any creature you hit with an attack cannot take an attack of opportunity on you.
Immediately after a successful attack, you can fly an additional 5 ft that does not count against your total movement.
Aerial Maneuvers
When taking the Ace Airman class at 3rd level, you gain access to two Arial Maneuvers: Dive-Bomb and Cover Fire.
Everytime you activate Arial Combatant you gain access to these two Aerial Maneuvers. These maneuver are active until Aerial Combatant ends.
Dive-Bomb
Once per turn you can chose to use a bonus action to take a melee attack against a creature or object directly below you. You immediately fall to the space above that target. The melee attack deals additional d6 of damage for every 10 ft traveled by using thsi skill up to 20d6.
The distance of the fall in this Dive-Bomb does not count as movement.
Cover-Fire
While flying using Aerial Combatant you can use your reaction to take a ranged attack on any creature that starts it's turn within 5 feet of an ally, ends it turn within 5ft if an ally, or moves within 5 feet of an ally within standard range of your weapon. On a hit, the next attack roll made by the targeted creature have disadvantage and their speed is halved.
Bird's Eye View
At 7th level, you gain advantage on perception and investigation checks while you are airborne with Aerial Combatant active.
Stealth Flyer
Take advantage of the elements in the sky to obscure yourself.
At 10th level you gain proficiency in stealth if you do not already have it. When at least 10ft above a creature you wish to hide from with Aerial Combatant active you can take the hide action as a bonus feature. You do not need to be obscured.
Ariel combatant now lasts 10 minutes.
Evasive Maneuvers
When you start your turn from hiding with Stealth Flyer, fly-by is enhanced In the following ways:
On hitting the targeted creature cannot use a reaction until the start of their next turn.
On a successful hit, you move 10ft instead of 5. This movement does not count against your speed
Dive-Bomb
When attacking from hidden with the Stealth Flyer feature, Dive-Bomb is modified in the following ways.
If you miss you do not count as coming out of hiding if you can make it atleast 10ft above the target again.
On a hit, the target rolls a strength save against your strength score. If they fail, they fall prone
Suppressive Fire
While hiding with the Stealth Flyer feature, Cover Fire is enhanced in the following ways:
The targeted creature gains disadvantage on their next attack and has their speed reduced to half regardless of hit, until the end of your next turn.
Allies withing 5 ft of the targeted creature can move 5ft without drawing attack of opportunity.
If the hit is successful, a second creature can be targeted and the effects extend to the second creature. If the same creature is targeted again, they have of disadvantage on all attacks until the begining of your next turn; their speed is not reduced further.
Untethered
At 15th Level you advance your airborne capabilities even further, moving through the air easier then a fish in water.
This feature grants you the ability to hover, meaning you do not fall to the ground when restricted or incapacitated. Additionally while you have Aerial Combatant active, your flight speed only reduced by half when restricted or grappled, instead of dropping to zero.
You also gain expertise in acrobatics if you do not already have it.
Flight Ready
From level 18, if you do not have any Airborne Combatant uses left at the start of battle, you gain one use at the begining of battle.
When you activate Airborne Combatant you can take 30 ft of movement for free. During this movement you can move up to 2 creatures size large or smaller with you. Unwilling creatures make a strength save equal to 8 + your strength modifier + your proficiency bonus.
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