Base Class: Ranger
Aerialists look for the high ground in combat, leaping at enemies, cutting them down before leaping away. Aerialists use a combination of flips and somersaults and jumps to create a fluid dance across the battlefield. Often Aerialists are found in places with outcroppings or tall vantage points like trees, or mountains, or buildings.
Aerialist Features
Ranger Level | Feature |
---|---|
3rd | Graceful Leap, Vaulting Volley |
7th | Gymnastics, Second-Story Slide |
11th | Aerial Ambusher, Standing Leap |
15th | Soaring Stunts |
Graceful Leap
Starting at 3rd level, when you choose this archetype, your jumping is as much about acrobatic agility as it is about brute athletics. You may use your Dexterity or Strength score when determining your jump distance. If you make a jump that costs more than your remaining movement, and you have at least 5 feet remaining, you can make the jump but once you land, you can not move until the start of your next turn. In addition you may use Strength (Athletics) or Dexterity (Acrobatics) when making checks related to jumping.
At 7th level, your Strength or Dexterity score is doubled when calculating your jump distance. At 11th level your Strength or Dexterity score is tripled when calculating your jump distance.
Vaulting Volley
At 3rd level, you can jump and attack with ferocity. Once per turn, during or immediately following a jump, you can make an additional attack. On a hit, the target takes additional damage equal to your ranger level.
At 11th level, the additional damage applies to all attacks made during or following the jump.
Gymanstics
At 7th level, you are a master of leaping and agility. You are proficient in the Athletics or Acrobatics skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either ability.
You also take no damage from falling, you don’t fall prone if you land on difficult terrain, and while jumping, opportunity attacks have disadvantage.
Second-Story Slide
Starting at 7th level, when a creature at least 5 feet below you makes a ranged attack against you, you may use your reaction to impose disadvantage on the attack. If the attack misses, you move 5 feet.
If you can’t move 5 feet without staying at least 5 feet above the creature, you can’t take this special reaction.
Aerial Ambusher
Starting at 11th level, you have advantage on Stealth checks when hiding from creatures at least 5 feet below you.
Standing Leap
At 11th level, if you don’t take a running start before you jump, your jump distance increases by your Athletics or Acrobatics modifier.
Soaring Stunts
At 15th level you are a master of attacking through the air. When you use Vaulting Volley and jump more than your walking speed, instead of dealing additional damage to a target, you may choose to impose one of the following effects:
- You gain advantage on your next attack against the target.
- You knock the target prone.
- You push the target back 10 feet.
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