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Ogrillian
2021-03-16, 11:26 PM
This started out trying to create a special sub-class for aarakocra enemies but turned into a fun idea for a subclass.

Aerial Knight

A master of speed and aerial combat, the Aerial Knights summon the wind to defeat their foes. Even their wings can create a intense gale.

Level 3 You sprout a set of Wings from your back, if you do not already have them. (Wing type is up to you) NOTE: your wings prevent you from wearing armor but they are as hard as steel giving you defense as well as speed.

• Your AC is now 13+Dex. This does not stack with any version of Unarmored Defense.

• Weapons which you are proficient in may use Dexterity as a modifier.

• You gain a fly speed equal to your movement speed. If you are a creature that already has wings (or is size Small or smaller) you gain +10ft to your fly speed. While you do not hover you may ‘fly’ in the same space , like a hummingbird or dragon.

Level 3. Windstorm — As a Bonus Action you may beat your wings to create a 25ft long 15ft wide cone of wind in front of you. All targets must make a Dex save. Fails take 3d6 slashing damage+Dex modifier, saves take half damage. The damage dice increases by 1 at levels 6 (4d6),10(5d6), &18(6d6).
You may use this a number of times equal to half your Aerial Knight level (rounded down) per short or long rest

Level 6 Summon the Wind — As a bonus action you may summon the wind to your aide and gain the following abilities until the end of your next turn. You cannot use this ability again until the effect has ended

• Melee/Weapon attacks and Windstorm gain 1d4 thunder damage to your damage rolls.

• +10ft to fly speed. If you are a creature that is a size Small or smaller, you gain double the bonus to fly speed.

• Evasion

• Windstorm adds a 20ft Knockback effect to fails.


Level 10 Furious Wind — when you use Summon the wind you gain the following effects.

• Windstorm gains an extra dice of Thunder damage.

• The damage type for all Melee/Weapon attacks become Thunder damage for the duration of the skill.

• Windstorm damage is magical for the purposes of damage reduction, like a monk’s Ki strike.

• Your wind damage dice becomes 1d6

Level 15 Dive Bomb: As an Action select a target up to 30 ft away,to take a melee attack roll. If it lands fly up into the air three times your A.K. level then charge down dealing a melee attack and adding the weapons damage dice as Thunder damage to the roll for every 10ft travelled. Half this damage is automatically dealt to any enemies within 10ft of target.

•This may be used a three times per long rest.

•Being above a target will add to damage.

• Wind Damage Dice stack but not modifier damage.

Level 18. Glorious Wind while SotW is active the wind powers your body to greater heights.

• Summon the Wind now lasts an additional turn

• Wind damage dice becomes 1d8

•Wind Storm now gains an extra two dice of thunder damage. (For a total of 6d6+Dex +3d8 Thunder damage to each Windstorm target)