Fighter
Base Class: Fighter

You are myth to most people called winged warriors, sky lancers, or dragoon.  You trained your body to launch into the air , attacking flying enemies from the ground or archers and spell casters on the back line. There is no distance you can't cover and no height you can't reach.  You take flight and bring death from above. 

Vault

At level 3 when you take the subclass, you gain an action known as Vault, you can use vault a number of times equal to your strength modifier (min 1).  You regain all uses on a long rest. 

Vault

You can use your action to leap toward an enemy that you can see.  When you take this action you move a distance up to twice your total movement and land on the ground.  This action requires that you don't move prior to using the vault action.  It uses up all available movement and you must finish your turn on the ground. If you land within reach of an enemy you can make a single melee weapon attack at part of this action.  If it is a successful hit you double the normal weapon damage die.  The weapon must be 2-handed or versatile and have piercing type damage.   

At level 7, you are no longer required to end your turn while on the ground.

Aerial Maneuvers

Starting at 7th level, you gain the following Maneuvers:

Rupture
When you use your Vault action and hit the ground as a bonus action you cause it to erupt around you.  Each creature within 10 feet of you must make a dexterity saving throw vs your DC  (Your DC = 8 + Strength Modifier+ Bonus Proficiency) on a fail they are knocked prone.  Success nothing happens. This area is now considered difficult terrain. A creature may spend their action to clear 5 feet of area.

Impale
When you use your Vault action you can use your bonus action to perform an impale maneuver.  The creature you hit with your weapon attack after using the Vault action must make a Dexterity Saving throw vs your DC, on a fail your weapon pins the creature to the ground.  The creature is now considered restrained until you use your bonus action to remove your weapon or the creature uses an action to make an athletics check against your DC.  (Your DC = 8 + Strength Modifier+ Bonus Proficiency)   

Skyfall
When you use your Vault action you can use your bonus action to perform a free fall maneuver allowing you to control your fall.  You make an athletics check vs the DC on the fall table below. If you succeed you take no damage and fall landing on your feet to an unoccupied space below the target. On a fail you take half damage of the normal fall damage and land prone.

 

Fall Distance

DC Check vs Athletics

10

DC 1

20

DC 10

30

DC 15

40

DC 20

50

DC 25

60

DC 30

70+

DC 35

 

 

Never Miss Leg Day

At 10th level,  you gain the ability to jump double your normal distance.  You also gain the ability to use Athletics in place of Acrobatics whenever making a skill check. 

Cosmic Vault

Starting at 15th level, your vault distance is increased by 10.  Additionally, when you take the Vault action you now immediately leap into the astral plane.  You stay in that plane floating  until you strike an opponent with a weapon attack.  While you are there you do not need to eat, drink, breath or sleep. Upon striking a creature with a weapon attack you immediately return to the material plane at a unoccupied space within 5 feet of the creature you hit with your weapon attack.  If you preform this maneuver while being successfully hidden from a creature it does not notice you entering the astral plane as apart of your vault action unless they have the ability to see into the astral plane. 

First Strike

At 18th level, you can add your proficiency bonus to your initiative.  Additionally,  you gain advantage on your first weapon attack when you use your vault action against a creature that has not acted in combat.

Previous Versions

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