Base Class: Ranger
This subclass was made by u/Misty_Jago on Reddit
It is only natural, in high altitude environments such as mountains, that new fighting styles would be devised by any rangers that roam those regions. Fierce daredevils and bold dragoons, in sharing thoughts and observations about flying creatures. Whether elementals, or through tracking down wyverns and rocs eventually led to the formation of the Sky Piercer conclave. These risk-taking individuals found great power and thrill in taking flights to the skies with their air-born enemies, or from striking their grounded foes with a drop from the heavens.
Soaring Leaps
When you choose this archetype at 3rd level, your ability to launch yourself through the air and gracefulness with landing, greatly increases. When calculating jumps, you can use Dexterity instead of Strength, and you are not knocked prone when you take falling damage or land in Difficult Terrain.
Additionally, you learn a language of your choice of a being related to your aerial training: Celestial, Draconic, or Primordial.
Aerial Techniques
Also at 3rd level, you gain a supernatural aptitude for aerial combat. As an Action you can make while airborne, before you land, you can apply one of the following techniques listed under "Techniques" below. You cannot use more than one technique at the same time. If you have the Extra Attack feature, one of those attacks can be replaced with an Aerial Technique.
You can use aerial techniques a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
If an aerial technique requires you to make an attack roll or a saving throw, and your attack misses or you fail the saving throw, it does not count as expending a use of the Aerial Technique feature, so long as you still take falling damage on your turn.
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Dive Bomb.
Make a weapon attack against one creature within range. If you hit, you can increase the damage of that attack by 1d6 for every 10 feet above the ground you fall(min 1d6), up to your Ranger level. (At 3rd Level, you can deal a maximum of 3d6 additional damage if you fall at least 30 ft; At 20th level you can deal a max of 20d6) additional damage if you fall at least 200ft.) If you hit, any falling damage you take before the end of your turn is halved, and the target must make a Strength Saving Throw against your Spell Save DC. On a failure, they are knocked prone, and, if you land within 5ft of the target, you can grapple them (if they are no larger than 1 size category larger than you), or you begin climbing them (if they are greater than 1 size category larger than you). So long as you are holding onto the target this way, you have advantage on ability checks to hold on to the creature.
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Graceful Glide.
As part of the action you take to use this technique, you are treated as taking the Dash and dodge actions. You also gain a flying speed equal to your movement speed, and must make a Dexterity saving throw. The flight lasts until the end of your next turn on a successful save, or until the end of your current turn on a failure. When the flight granted by this effect ends, you begin falling normally if you are midair and nothing else is holding you aloft. You can stop flying at any time during your turn (no action required).
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Launching Strike.
Make a weapon attack against a creature within range. Before or after your attack attempt, you can also immediately float up to 20 feet into the air. If you hit, the opposing creature makes a Constitution Saving Throw against you Spell Save DC. If they fail, they are launched up to 20 feet upwards, downwards (if airborne), or away from you. Targets that weigh 500 pounds or more have advantage on the saving throw. Non-flying creatures made airborne by this feature are suspended at their current altitude, as if by a levitate spell, and do not start falling normally until the end of your next turn, you are incapacitated, or you end the effect on your turn (no action required).
Daredevil's Thrill
At 7th Level, you can reduce the falling damage you take by a number of d6s equal to your proficiency bonus (minimum 1 damage)
Additionally, where others might feel vertigo, your mind and reflexes get sharper. So long as you are 20 feet or higher in the air, or near a window or edge 30 feet or higher off of the ground, you gain advantage on all Dexterity and Wisdom ability checks.
Grace Of Clouds
When you reach 11th Level, your aerial techniques improve as you become more and more comfortable with your wind-attuned abilities.
- The creature you target with Dive Bomb makes the Strength Saving Throw regardless of if you hit or not. You can also make each creature within 10ft of the target location (including the target, and excluding you) to make a Strength Saving Throw. On a failure those creatures take the bonus damage of the Dive Bomb as Thunder damage and are knocked prone. On a success, those creatures take half as much damage and are not knocked prone.
- You are also treated as taking the Disengage action when using Graceful Glide, you take no falling damage if you succeed on the Dexterity Saving Throw, and take half as much damage on a success.
- The maximum distance you can push a target and jump into the air with Launching Strike becomes 10 feet x your Proficiency bonus. If the target is pushed into a solid surface or another creature or object, without traveling the full distance, both take 1d6 bludgeoning damage for every 10 feet not traveled (min 1d6).
You also gain a new aerial technique:
- Soaring Smite
Make a melee weapon attack against a creature within range (as you are falling, but before you land). If you hit, you can spend a Spell Slot to recreate one of the following spell effects on that attack: Searing Smite, Thunderous Smite, Wrathful Smite, Branding Smite, Blinding Smite, Staggering Smite, Banishing Smite, Destructive Wave. You must spend a Spell Slot of an appropriate level to cast that spell, and it must be a spell of a level you can cast. It is treated as a Ranger Spell for you. You cannot cast any other spell during the turn you use this technique. The maximum level of a spell you can cast this way depends on the distance you fall or jump (either high jump or long jump). A spell of 1st level after falling or leaping 10ft, 2nd level after 30ft, 3rd level after 50ft, 4th level after 70ft, and 5th level after 100ft. If the attack misses, you do not expend a use of your Aerial Technique feature so long as you still take falling damage.
Aerial Superiority
At 15th Level, you gain a level of mastery over the winds themselves, and your fearlessness inspires others. You have immunity to the frightened condition, and all friendly creatures within 60 feet of you and can see you have advantage on saving throws to resist the frightened condition. Additionally, once per long rest, you can cast either the "Investiture of Wind" or "Wind Walk" spells without spending a spell slot.
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