Fighter
Base Class: Fighter

The Volitant Fighter is a master of the polearm & mantle. The aim of this subclass is tospend as little time on the ground as possible. Leap over, though and across youer enimies, swiftly striking from all angles. Or forgo the funny business and latch onto them from the air and slash away to your hearts content from atop oyour foes.

Volitant Fighter

You gain proficiency in Acrobatics.

You gain proficiency in Athletics, unless you already have it, in which case gain expertise instead.

While wielding a polearm weapon and attempting a high or long jump, wherever you would use your strength(athletics) modifier to calculat e distance or height, you may instead use said modifier X 2.

Volitant Manouver Dice

You gain a number of Volitant Manouver Dice equal to your proficiency bonus X 2.

See below your die's value at different levels:

D4 (L3), D6 (L7), D8 (L10), D10 (L15), D12 (L18)

You may learn 2 Volitant Manouvers at Level 3 and can learn an additional manouver at levels 7, 10, 15 & 18.

You regain expended Volitant Manouver Dice upon a short or long rest.

(Monster) Hunter's Mark

As a bonus action, expend a Volitant Manouver Die to mark a creature you can see within 60ft. of you.

Upon hitting this creature with a weapon attack, you may roll a Volitant Manouver Die, without expending it, as additional damage, using the same damage type as the weapon attack.

This effect ends when the target dies.

The mark can be dropped at any point as a free action.

Defensive Spin

As a reaction, upon being hit by a weapon or spell attack, you may expend a Volitant Manouver Die to increase your AC by a nuymber equal to your proficiency bonus, should doing so cause the attack to miss.

Mantle's Glide

Expend a Volitant Manouver Die top gain a fly speed equal to twice your remaining move speed this turn.

This effect ends once you land.

Mantle's Guust

As an action, expend a Volitant Manouver Die to evoke a strong wind 30 foot long and 10 food wide in a straight line.

Creatures hit must make a strength saving throw equal to 10 + your strength(althletics) modifier. On fail, being pushed back 15 feet from you in the direction of the line.

Mantle's Presence

At any stage during an intimidation check, you may expend a Volitant Manouver Due to flare your mantle an an attempt to scare your target, granting you advantage on the check.

Talon Grip

As a reaction, when making any grapple attempt, check or save, you may expend a Volitant Manouver Die to reroll a die made in that roll.

You must take the new result.

Vaulted Assault

During any jump action that causes you eto enter melee attack range at any stagfe of the jump, expend a Volitant Manouver Die and use your reaction to make a weapon attack against the target.

If the attack hits, you may roll your Volitant Manouver Die as additional damage on top of your normal damage, using hte same damage type.

If your jump would normally cause you to continue past the target, you may choose to continue the rest of the jump after making the attack.

Volitant Leap

As a part of any jump action, expend a Volitant Manouver Die to double your maximum jump distance or height until the end of your turn.

Volitant Mantle

You gain proficiency with Leatherworker's tools.

You gain proficiency with Weaver's tools.

You may use either of these to creaft your Volitant Mantle, a cloak you may don, offering you aerial abilities.

Making a new Mantle takes 3 long rests and 100gp worth of materials to craft. Once initially created, a new Mantle may be atttuned to with 1 long rest. The Mantle does not count towards ytour total number of magic items.

Your mantle may have a number of effects added to it at any given time in line with the following: 1 (L3), 2 (L10), 3 (L15)

Adding a mantle effect or altering one takes 1 long rest and 25gp worth of materials to creaft.

See below a list of Mantle Effects to choose from... Defensive Utility Movement

  • Armoured Mantle - Increase your AC by 1
  • Reinforced Mantle - Reduce all instances of incoming piercing, bludgeoning or slashing damage by an amount equal to your proficiency bonus, to a minimum of 1.
  • Elemental Mantle - When adding this effect, pick one elemental damage type. Reduce all incoming damage from this type by an amount equal to you rproficiency bonus X 2, to a minimum of 1.
  • Aerodynamic Mantle - Gain a bonus to your dexterity saves equal to your proficiency bonus.
  • Deflective Mantle - When hit with a ranged weapon attack, use your reaction to reduce its damage by 1d10 + your strength or dexterity modifier + your fighter level. If this reduced the damage to 0, you can deflect the missile either back at the attacker as a ranged weapon attack (30ft. / 60ft.) with proficiency. You may also choose to deflect it at another creature however the attack msut be made at disadvantage.
  • Haunted Visage Mantle - Add an amount equal to your proficiency bonus to your intimidation checks.
  • Hunter's Mantle - Add an amount equal to your proficiency bonus to your stealth checks.
  • Hooked Edge Mantle - Add an amount equal to your proficiency bonus to your grapple attempts and checks.
  • Field-Medic Mantle - Add your proficiency bonus to wisdom(Medicine) checks made to stabalise a creature or treat inuries. You may also apply a healers kit as a bonus action.
  • Wind-Swept Mantle - Increase your movement speed by 10ft.
  • Long Tailed Mantle - Double the fly speed gained from the "Mantle's Glide" Volitant Manouver.
  • Finned Mantle - Grants you a swim speed equal to your movement speed.
  • Spiderling Mantle - Grants you a climb speed equal to your movement speed.

Monster Hunter Grapple

As an action you may attempt to grapple a creature at least one size larger than yourself, with a conteste strength(Athletics) check.

While grappling a creature in this way, you are unable to move the target, but can still make all other standard grapple actions.

In addition to this, all attacks made while grappling in this way are made at advantage.

Swift Leaps

When moving out of an enemies reach using the jump action, an aquivilent or while airborne in any way, you do not provoke opportunity attacks.

Hit 'Em Where It Hurts!

While in a "Monster Hunter Grapple" with another creature, getting a creitical hit allows you to hit a weak spot, causing one of the following effects of your choice:

  • Ocular Trauma - The creature recieves the "blinded" condition until the end of its next turn.
  • Nerve Shock - The Creature recieves the "prone" condition until the end of its next turn.
  • Cochlear Rupture - The creature recieves the "deafened" condition until the end of its next turn.
  • Critical Exposure - Subsequent weapon attacks you make on the target require 1 less on the d20 die roll to criticall hit (this effect may stack) for the next 1 minute.

Airborne Strike

After using the jump action, or spending any time airborne on your turn, your next weapon attack is made with advantage.

This effect lasts until the start of your next turn.

No Really, Seriously, Hit 'Em Where It Hurts!

When triggering a "Hit 'Em Where It Hurts" critical effect, effects that last until thee nd of the targets next turn instead last for 10 rounds. Additionally, the "Critical Exposure" effect now extends to the rest of your allies for the duration.

The Bigger They Are, The Harder They Fall!

When successfully hitting a target who is in your "Monster Hunter Grapple", roll an additional die of weapon damage for every size larger than you the target is.

Additionally, for every size smaller than Gargantuan the target is, you gain +1 to hit with your weapon attack while grappled in this way.

Desciple of Cloack & Glaive

Every time you use one of your Volitant Manouvers, you may role your Volitant Manouver Die, without expending it, and give that number of temporary to either yourself, or an ally you can see within 30ft. These may stack with other temporary hit poi9nt sources.

Master Grappler

All grapple attempts, checks and saves are made at advantage.

Additionally, you may use your "Monster Hunter Grapple" ability on creatures the same size as you.

Master of the cloak

As a reaction, before taking fall damage, you may acvtivate this ability to negate said fall damage.

Master of the Glaive

The number required to roll on the d20 to score a critical hit is reduced by 1 when attacking with a polearm weapon.

This may stack with other effects.

Volitant Image

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