Base Class: Fighter
Flight, no matter what time or age, has always captivated those who are earthbound. To soar with the birds, to touch the clouds, to reach the loftiest peaks- or dare climb higher- is such a lofty ideal... quite literally. So, leave it to the constant tinkering and experimenting of mortals to accomplish such things by any means. To some, the gift of flight is a natural one. For others, the winds of magic carry them aloft. But still others, whether for ambitious or malicious intentions, find their own, if not-so-subtle, ways of achieving flight... enter the world of arcane tinkering. Grueling trials with alchemist's fire, the loss of brave (or perhaps foolish) souls, and maybe a pact or two with an old god, the miracle of flight has now been unlocked for all bold enough to use it... by the unholy matrimony of magic and mechanical marvel.
Sword-swinging cavaliers at heart, this archetype focuses on creative use of space with fast-paced combat and quick wits. Speed and finesse are your components to overwhelm opponents through sheer force and the uses of gravity and thrust, with a hefty dose of luck along the way. Being such a new field of study, mechanical flight is an unpredictable and often deadly science, requiring a firm grasp on aeronautics and understanding of the device, all the more important when hundreds, if not thousands, of feet in the air. One stall can end it all... but it will be a thrilling venture nonetheless.
If the thought of reaching new heights compels you to soar, strap on your engine, muster up your courage, and take flight!
Arcane Engine
At the start of choosing this archetype at 3rd level, you obtain an arcane engine for personal use, for which you gain proficiency with. Give it a physical description and location on your person.
Capacity. The arcane engine operates normally when equipped to one player, carrying up to 200 pounds in additional weight; if beyond capacity, the device's movement speed is halved.
Aerial Acrobat. You also gain proficiency in Acrobatics when introduced to your engine, having intimate knowledge of the device's capabilities and your own personal limits.
Miracle of Flight
When using your arcane engine, you are able to fly freely for limited amounts of time, gaining more use and time in the air the longer you are acquainted with it.
Light As a Feather. Your flying speed is doubled if your size is Medium or smaller.
Flight Time. Flying during combat is measured in minutes, determined by your Dexterity modifier; outside of combat, this duration is doubled. For example, a Dexterity score of 15 will grant up to 2 minutes of uninterrupted Flight Time during combat, and up to 4 minutes of uninterrupted Flight Time. For every minute of Flight Time spent, it takes 2 minutes to recharge it. At 10th level, having a furthered grasp on your engine, your proficiency bonus is added to your Flight Time and recharge time is reduced to 1 minute per minute spent. At 18th level, your superior knowledge and experience with your device grants you unlimited Flight Time with your arcane engine and no recharge is required to use it again.
Experimental Fragility. Conversely, an arcane engine can be disabled with Dispel Magic or a direct attack. If the spell or attack succeeds against you (DC = 8+ Dexterity mod. + your proficiency), the arcane engine is temporary disabled and remains inactive for 1d4 turns. You may spend an action attempting to repair it, making an Intelligence check + your proficiency against the caster's DC. Should your arcane engine be disabled mid-flight, you must make a Dexterity saving throw, taking 1d6 bludgeoning damage every 15 vertical feet you fall, up to 20d6, on a failed save or half as much on a successful save; with your DM's discretion, you may attempt to fix an arcane engine normally while falling. Actions with the arcane engine cannot be performed until it is reactivated.
Death-Defying Stunts
When you choose this archetype at 3rd level, you learn stunts that utilize special dice called daredevil dice to perform them.
Stunts. You learn two stunts of your choice. Most stunts enhance an attack or movement in some way. You can only use one stunt per turn. You learn two additional stunts of your choice at 7th, 10th and 15th level. Each time you learn new stunts, you can also replace one stunt you know with another one.
Daredevil Dice. You have four daredevil dice, which are d8s. A daredevil dice is expended when you use it. You regain all expended daredevil dice when you finish a short or long rest. You gain another daredevil die at 7th level and one more at 15th level.
Saving throws. Some of your maneuvers require your target or other enemies to make a saving throw to resist the stunt's effects. The saving throw DC is calculated as follows:
Stunt save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Stunts
You can expend daredevil die on a selection of actions and attacks.
Barrel Roll (required: flying action)
While flying, as an action, you may expend one daredevil die to initiate a defensive barrel roll, moving up to 30 ft. horizontally, 10 ft. vertically, and 5 ft. left or right. You may add the daredevil die to a Dexterity check (DC= 12). On a successful check, creatures' reactions made against you have disadvantage. On a failed check, creatures' reactions act normally.
Blast-Off! (prerequisite: 15th level, grounded action)
While grounded, you may expend one daredevil die to initiate an intense vertical launch, moving up to double your maximum flying speed. Every creature within a 10-foot radius of your starting point must make a Dexterity saving throw. They take 2d10 fire damage on a failed save, or half as much on a successful one. If you exceed your normal maximum flying speed, you must make an Intelligence saving throw against your stunt DC. On a failed save, the arcane engine is disabled and your turn ends immediately.
Chance It (prerequisite: 10th level)
Before performing a stunt, as a bonus action, you may expend one daredevil die to double the effects and consequences of it (i.e. range of 30 ft. increases to 60 ft., fall damage is doubled on a failed save, you may make two attacks instead of one, etc.), adding the daredevil die's roll to a single check made during the stunt's duration.
Death From Above (prerequisite: flying action, ranged attack)
When making a ranged attack while flying, as a bonus action, you may spend a daredevil die and add its roll to your ranged attack roll.
Deep Dive (prerequisite: 10th level, flying action)
While flying, as a bonus action, you may expend one daredevil die to initiate a steep downwards dive, moving up to double your maximum movement speed. If you need to land on or level out within 5 feet of a solid surface, you must make a Dexterity saving throw (DC = 13 + 1 for every 15 feet taken beyond your normal maximum movement); this does not apply if you are still airborne at the end of the stunt. On a successful save, you may take your additional actions and attacks normally. On a failed save, you take 1d6 falling damage for every 15 feet initiated from your starting point of the stunt and your turn immediately ends.
Evasive Action
As a bonus action, you may expend a daredevil die to disengage a target within 5 feet of you, flying away in a straight line up to 30 feet, including vertically. Creatures in the stunt's path must make a Dexterity saving throw. On a failed save, the creature takes 1d4 bludgeoning damage and is knocked back 5 feet. On a successful save, the creature dodges the stunt and is unaffected.
Flyby (prerequisite: 7th level, moving)
While moving, as a bonus action, you may expend a daredevil die to make an attack on a target within range. You add the daredevil die to the damage roll if the attack succeeds.
Get Lucky (prerequisite: 7th level)
When you perform a stunt, you may expend an additional daredevil die and add its roll to a single check made during the stunt. You cannot use this stunt again until after finishing a long or short rest.
Raptor Grip (prerequisite: 7th level)
Choosing a target within your movement range, you may spend an action and a daredevil die to make a swooping grab. To pull off the stunt successfully, you must make a Dexterity check (DC = 12); on a failed check, you collide into the target, taking 1d6 bludgeoning damage, causing 1d6 bludgeoning damage to the target, and are knocked prone. If the target is smaller than your size, it it also knocked prone. On a successful check, you and the target make opposed Strength checks; you may add your daredevil die to either your Dexterity or Strength check. If the target succeeds its check against yours, it takes unarmed strike damage but is unaffected otherwise, and you expend the rest of your unused movement flying past them. If you succeed your check against the target, they are considered grappled and you may expend the rest of your movement in any direction, holding onto your target. For every turn spent grappled, the creature can make a Strength saving throw against your stunt DC to break free. As a free action, you may release the creature. This stunt automatically fails if it is made against targets that are immovable or exceed your arcane engine's carrying capacity.
Rocket Dash (prerequisite: must be grounded)
While grounded, you may expend one daredevil die to add your flying speed to your ground movement speed, adding the daredevil die's roll to your AC until you stop moving.
Rocket Jump (prerequisite: must be grounded)
While grounded, you may expend one daredevil die to initiate a thrust-propelled jump, utilizing up to your maximum flying speed to jump to a higher spot. All creatures within 5 feet of you must make a Dexterity saving throw, taking 1d6 + your daredevil die's roll (1d8) of fire damage on a failed save, or half as much on a successful one.
Shake 'Em Off! (prerequisite: must be grappled or restrained)
When being grappled or restrained, you may expend one daredevil die to break free, adding the daredevil die's roll to your saving throw. On a successful throw, you move away up to your maximum flying speed and cover a 5-foot square in flames. Every creature within 5 feet of your initial starting point must make a Dexterity saving throw against your stunt DC, taking 1d8 fire damage on a failed save or half as much on a successful one.
Watch Your Six!
When an attack is made against your arcane engine, you can use your reaction and expend one daredevil die to reduce the attack roll by the number you roll on your daredevil die + your Wisdom modifier.
Wild Charge (prerequisite: 10th level)
Picking a target within movement range, as an action, you may expend a daredevil die to initiate an full-on rush, utilizing all of your movement speed in a straight line. To successfully perform the stunt, you must make a Strength check (DC= 12). On a failed check, the stunt fails and you collide into the target, taking 1d4 bludgeoning damage, causing 1d4 bludgeoning damage to the target and are considered stunned until your next turn. If the target is smaller than you, it is also stunned until its next turn. On a successful check, the target must make an opposed Strength check against your check. On a successful save, the target takes resisted 1d4 bludgeoning damage and is pushed back 5 feet. On a failed save, the target becomes momentarily grappled by you and is thrown up to half of your current maximum movement speed.
Eagle-Eyed
Your airborne position grants you unrivaled vision. Starting at 7th level, you gain advantage on Investigation and Perception checks when you are flying in moderately-covered terrain or less; this does not apply to heavily-covered terrain, and all terrain-altering spells still apply within their casting radius. Creatures have disadvantage when making Stealth checks against you, up to half concealment or cover; creatures within 3/4 and better concealment or cover roll normally.
On the Fly
Upon reaching 10th level, your flight experience and in-depth knowledge of your arcane engine allow you to make repairs quickly. As a bonus action, you can spend a daredevil die to attempt to fix a disabled (but not broken) arcane engine. You may add the daredevil die to the total check score.
Stable Flight
Upon reaching 15th level, your vast amount of flight hours and impeccable knowledge of your arcane engine allows vital improvements to your flight stability. In addition to prior features, the arcane engine now grants a +1 bonus to AC when equipped. Bolstered by magic, physical attacks made against the arcane engine have disadvantage.
A Flying Start
Your time spent with your arcane engine is unparalleled, allowing you to take more daring actions naturally. Starting at 18th level, you gain advantage on initiative rolls and can act normally when surprised, so long as you are not incapacitated before doing so. Additionally, as a free action, you may take to flight immediately (up to 30 vertical feet) before combat starts.
Aerial Ace
At 18th level, when making an ability check or save, regardless of action, you regain a daredevil die on a roll of 20, ignoring modifiers.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/7/2019 7:38:17 AM
|
8
|
0
|
1.0
|
Coming Soon
|
|
|
10/7/2019 7:42:52 AM
|
9
|
0
|
1.1
|
Coming Soon
|
|
|
10/7/2019 8:14:23 PM
|
25
|
0
|
1.2
|
Coming Soon
|
Comments