Base Class: Fighter
The Acrobat Fighter Martial Archetype specializes in leaping in the air, avoiding being grappled, and staying on your feet when on the ground. Acrobat Fighters have gone by many names, most popular of them all being called Dragoons due to the constant fighting against dragons while amongst the clouds in the skies. It is a practice that is dangerous and can lead many that are unprepared for an early burial before they have perfected their craft. While melee weapons are well known for this style of combat, ranged weaponry are not impossible to adapt this fighting method to.
Preference for the Air
Beginning when you choose this archetype at 3rd level, you gain the following benefits:
- You gain proficiency in the Acrobatics and Athletics skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
- The damage die used to calculate your fall damage is reduced from a d6 to a d4.
- You learn the Jump spell, and can cast it once per short rest with this feature. Your spellcasting ability for this spell is Dexterity.
Airborne Tactics
Starting at 3rd level, you have Airborne Charges equal to your proficiency bonus per short rest. When you make an attack while in the air, you can expend a charge to add an extra 2d4 to your damage roll for that attack.
The extra damage increases to 2d6 at 7th level and to 2d8 at 15th level.
Practiced Legwork
Starting at 7th level, you don't take fall damage, can no longer fall Prone unwillingly, and have advantage on checks and saving throws made to avoid or escape from being grappled or restrained. Being Incapacitated negates these effects.
Spirit of the Wind
at 10th level, your fondness for aerial combat has awakened your spirit to the wind, granting you the following benefits.
- You learn Primordial, and can speak and understand it and all elemental dialects of it. All creatures from the Elemental Plane of Air recognize you as a friend and are more willing to aid you in your troubles.
- Once per long rest as a Bonus Action, you can cause your spirit to overflow with wind, causing spectral wings to bloom from your back and grant you 30ft of flying speed for 1 hour. If you already have a flying speed, it is increased by 30ft. for the duration instead.
- You can cast the Gust spell at will, You also learn the Gust of Wind and Warding Wind spells, and can cast both once per long rest. Your spellcasting ability for these spells is Dexterity.
Moreover, anyone with Truesight, Heartsight or something that detects magic will sense wind spiraling in your soul.
Airborne Mastery
Starting at 15th level, you have an unlimited amount of charges for Airborne Tactics, having mastered the art of airborne attacks in the midst of combat.
Air Dive
At 18th level, you have perfected airborne combat and have developed a new attack. As an Action once per short rest, you can dive in the air towards a target below you, falling from the sky. Make a melee attack on the target, and on a hit that target must make a Dexterity save equal to 8 + your proficiency bonus + your Dexterity Modifier. On a failure, the target takes extra damage equal to the distance you have fallen and be knocked prone. On a success, the target takes half the extra damage and is not knocked prone.







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