Base Class: Fighter
As a fighter of the skies you are trained in using unique acrobatic leaps and heavy feats of athleticism to launch yourself into the air and disrupt the balance of opponents larger than you. you have learned the ways of the Insect glaive and may wield this unique weapon. With this weapon is also featured a small insectoid companion known as a Kinsect which will empower you as you fight with large enemies.
Insect Glaive Wielder
The Insect Glaive is a specially Modified bo staff that enables the user to provide an aerial assault on large enemies.
Versatile Fighter: You gain proficiency in both acrobatics and athletics. All Insect Glaives are versatile weapons.
Glaive Vault: As a bonus action, you may use the Insect Glaive to perform a Glaive Vault. Planting the Glaive into the ground, you pole vault up to 15 + Str mod feet in the air and 10 feet forward. While airborne, you may make an attack against a creature and on a hit the creature must make a Strength saving throw with a DC of 8 + your proficiency bonus + Strength modifier, falling prone on a failure. You take no fall damage from the height gained because of this feature on a hit, or half fall damage on a miss.
Kinsect
The Kinsect is a small bug which harnesses energy from creatures when used to empower the glaive wielder.
Bonded. The Kinsect forms a bond with the incubator of its form. It will only respond to its owners command when wielding an Insect Glaive. It cannot be targeted by spells attacks and abilities. It will not attack on its own.
Mark/Harvest: As a Bonus action, you may make a ranged weapon attack to mark the enemy. After you turn ends the Kinsect will fly out to your marked target (within range). Kinsect deals 1d6 piercing damage, and roll once on the Essence table to determine which essence the Kinsect extracts. The essence takes effect on your next turn. All essence buffs last for 30 seconds.
| ROLL | ESSENCE COLOR | EFFECT |
|---|---|---|
| 1 | White | Increases Glaive Jump height by 5 ft. Increase speed by 5ft |
| 2 | Red | +1 to Attack rolls and damage |
| 3 | Orange | +2 to AC |
| 4 | Green | Heal 2d4+4 HP |
Redirect Aim
At 7th Level you gain the ability to redirect one swing. Once in the air if you miss an attack you may use a free action to redirect your swing and attempt another strike on the creature before coming to the ground. You may use this ability a number of times equal to your proficiency modifier per Long Rest.
Aerial Onslaught
At 10th level, you learn to harness all the essence a Kinsect has to offer in order to gain a temporary additional bonus. If you have Red, Orange, and White essence active simultaneously you go into Swarm Frenzy. You may end Swarm Frenzy early by using an Impaling Drive in while in the air.
Swarm Frenzy: While the three effects persist you will have an additional +4 to hit on all aerial attacks and an additional 2d4 damage from your weapon on every swing. Once the first essence fades, all three will be dropped. and must be re-harvested to enter Swarm Frenzy again.
Impaling Drive: While in the air you may use an attack to stop momentum in the air and channel your weapon straight down into the creature, driving them into ground temporarily this landing blow deals large amounts of damage but consumes the remainder of your Swarm Frenzy. The Target must make a Dex saving throw with a DC of 10 + your proficiency bonus + STR mod, the creature takes 10d6 Piercing damage and is grounded and Restrained on a failed save, and taking half damage on a success.
Momentum Strike
At 15th level, you gain the ability to add an extra swing during an Aerial Onslaught. If all attacks are used on a single opponent during an Aerial Onslaught, you may add an additional attack at the end of your combo with Swarm Frenzy rules.
Aerial Specialist
At 18th level, you gain the ability to use Impaling drive without consuming your swarm frenzy. All Kinsect essence harvest effects are doubled including duration.
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