Soaring Soldier (5e Class)

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Revision as of 12:07, 29 December 2020 by DonMafia (talk | contribs) (→‎Tempest Knight: Reduced the resistances and nerfed the damage in Storm armor, turned Sword and Shield of the Wind to Shield of the Wind, heavily nerfed Vital Current, changed Aeroblade to match Squall Strike, nerfed down the DC and damage of Strato Cyclone.)
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Soaring Soldier

After careful tracking and preparation, a high elf appears before an evil wizard's tower. She incapacitates the sentries from above, but rather than entering through the door, she soars directly to the top window, immediately placing her mark within reach. Using her superior speed, she quickly incapacitates the wizard, bringing him to justice in a mere hour.

A human is accompanied by a detachment of soldiers to investigate a village. When they arrive, the village is already in flames, and the villagers are trapped within a ring of fire. The human quickly flies into action, carrying each villager to safety, one by one. After all of the citizens are rescued, he puts out the flames with a few flaps from his incredible wings.

A travelling half-orc is ambushed by a group of bandits, who surround him and demand his gold or his life. In the blink of in eye, he ascends above them, swiftly pinpointing and defeating the archers and magic users. The remaining bandits are forced to retreat, being routed in mere moments. What began as an ambush in their favor quickly became their destruction.

Aloft Warriors With Lofty Aspirations

A soaring soldier is a skilled warrior who has been blessed by the gods of the winds themselves, granting them a pair of powerful wings that, like the wind, cannot be truly harmed. These warriors prefer to fight in the skies, duelling any other airborne assailants and raining destruction on their helpless opponents. While these warriors are scarcely found due to the nature of their power, they are prized as soldiers for their versatility and sacred strength, and a soaring soldier who serves in an army is unlikely to remain a mere footsoldier for long.

Creating a Soaring Soldier

When creating a soaring soldier, consider how you obtained your powers, and why the divines selected you. Were you intent on rescuing someone who could not be saved by someone flightless and lacking magic, earning you the favor of the moral deities, who granted you the wings you desired so you may rescue them and, hopefully, many others? Perhaps you protected a druid from unjust law enforcement, who communed with the spirits of nature to reward you with the essence of freedom, the power of flight? Perhaps you already had a pair of wings, but your clever use of them to protect others and escape dangerous situations resonated with a particular god, who granted you the blessings of the winds so you may cultivate your aerial prowess further? A soaring soldier is defined by their wings, but what truly makes them special is the blessing they received, no matter if it is the blessing of nature, of the divines, or of magic.

Quick Build

You can make a soaring soldier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the acolyte or folk hero background. Third, choose the leather armor and the longbow.

Class Features

As a Soaring Soldier you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soaring Soldier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soaring Soldier level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Religion, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor or (b) Scale mail
  • (a) A longbow and 20 arrows or (b) A dagger, shortbow, and 20 arrows
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • A shortsword
  • If you are using starting wealth, you have If you are using starting wealth, you have 4d4 × 10 gold pieces. in funds.

Table: The Soaring Soldier

Level Proficiency
Bonus
Flight Speed Features Gale Force
1st +2 30 ft. Sacred Wings, Flier's Focus -
2nd +2 30 ft. Mystical Winds -
3rd +2 35 ft. Gale Force +10 ft.
4th +2 35 ft. Ability Score Improvement +10 ft.
5th +3 40 ft. Extra Attack +10 ft.
6th +3 40 ft. Flier's Focus feature +15 ft.
7th +3 45 ft. Wind's Blessing +15 ft.
8th +3 45 ft. Ability Score Improvement +15 ft.
9th +4 50 ft. Tailwind +20 ft.
10th +4 50 ft. Flier's Focus feature +20 ft.
11th +4 55 ft. Squall Strike +20 ft.
12th +4 55 ft. Ability Score Improvement +25 ft.
13th +5 60 ft. Vanguard of the Storm +25 ft.
14th +5 60 ft. Flier's Focus feature +25 ft.
15th +5 65 ft. Zephyr +30 ft.
16th +5 65 ft. Ability Score Improvement +30 ft.
17th +6 70 ft. Awakened Wings +30 ft.
18th +6 70 ft. Flier's Focus feature +35 ft.
19th +6 75 ft. Ability Score Improvement +35 ft.
20th +6 75 ft. Winged Champion +35 ft.

Sacred Wings

You have been blessed with a pair of indestructible holy wings. You gain a flying speed of 30 feet, which increases at certain levels, as depicted under the Flight Speed section of the Soaring Soldier table. If you already have wings, you do not gain a second pair of wings. You cannot fly while wearing armor you are not proficient with, nor can you fly while you are overencumbered or wearing medium or heavy armor. Your wingspan equals your height. Your wings cannot be harmed or destroyed by any means short of divine intervention or the wish spell. While flying, you have advantage on Dexterity saving throws.

Flier's Focus

You have focused your training onto a certain style of fighting. At 1st level, you chose a Flier's Focus, a path of sorts to follow as you increase in prowess. Choose between the Blusterbow, Guardian Angel, and Tempest Knight, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th level, 10th level, 14th level, and 18th level.

Mystical Winds

You can call upon the winds to support you in battle. Beginning at 2nd level, as an action, you can strengthen the wind in a 100-foot radius around you. Hostile creatures within this area suffer a -15 reduction to their speed as well as -2 AC. Additionally, when you activate this feature, hostile creatures within the radius must pass a DC 13 Strength saving throw or take 1d6 bludgeoning damage and be pushed back 10 feet. Hostile creatures who end their turn within the radius must make this saving throw as well. Ranged weapon attacks made by hostile creatures that enter the radius or target creatures within the radius have disadvantage on their attack rolls. This radius is treated as difficult terrain for hostile creatures. Friendly creatures within the radius gain a +15 bonus to their speed.

This effect lasts for 30 seconds. You must finish a long rest before you can use it again.

Gale Force

You can unleash a swift burst of wind while aloft to augment your speed. Beginning at 3rd level, as a bonus action while you are flying, you gain a bonus to your speed equal to the number displayed under the Gale Force section of the Soaring Soldier table for 1 minute. During this time, you deal an additional 1d8 slashing damage with your weapon attacks. These effects end early if you stop flying.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wind's Blessing

The wind has granted you its blessing, which you can bestow a fraction of upon others. Beginning at 7th level, your melee weapon attacks deal an additional 1d6 slashing and when you successfully hit an opponent, you can choose to push them back up to 10 feet.

Additionally, as an action, you can wrap a willing ally in a holy gale. For 1 minute, the targeted creature gains a flying speed of 30 feet, and their melee weapon attacks deal an additional 1d6 slashing. Upon successfully hitting with a melee weapon attack, they can choose to push their target back up to 10 feet. Additionally, ranged weapon attacks against them have disadvantage, due to the winds surrounding them. After using this feature, you cannot use it again until you finish a long rest.

Tailwind

You can channel a draft behind your shots, guiding them towards your foes. Beginning at 9th level, you may choose to make your ranged weapon attacks on your current turn have advantage on their attack rolls. Additionally, the arrow or bolt you shoot returns to you if there is a clear path back to you. You may choose to use this feature an amount of times equal to your Dexterity modifier before needing a long rest.

Squall Strike

You have mastered use of the winds to augment your strikes. The result is the Squall Strike, a formidable technique that guides your blade towards the foe with great force. Beginning at 11th level, when you make a melee weapon attack against a creature, you can choose to automatically pass the attack roll. If you do, the attack deals an additional 5d10 slashing damage, and everything within a 10-foot radius of the target, excluding yourself and the target, is pushed back 10 feet. If your Mystical Winds feature is active when you use this feature, the attack becomes a critical hit, your weapon's damage is maximized, and the Mystical Winds end early. You cannot use this feature more than once per turn.

You can use this feature once per long rest.

Vanguard of the Storm

Those who would attempt to harm that which you hold dear must defeat you first, a feat that is not so easily accomplished. Beginning at 13th level, when a hostile creature attacks a friendly creature within 120 feet that you can see, you can use your reaction to destroy the attack with the sheer power of nature. The friendly creature suffers no effect from the attempted attack. Upon using this feature, your rage and conviction manifest into power, granting you the following benefits:

  • Your flying speed increases by 15 feet.
  • Your weapon attacks deal an additional 1d8 slashing damage.
  • Ranged weapon attacks made against you suffer disadvantage.
  • You become resistant to lightning damage.

This effect lasts for 1 minute. You cannot use this feature again until you finish a long rest.

Zephyr

You are tremendously swift, a consequence of your aerial training. Beginning at 15th level, your movement speed cannot be reduced, and you gain advantage on Acrobatics checks. Additionally, your flight no longer provokes opportunity attacks.

Awakened Wings

You have mastered your maneuverability. Beginning at 17th level, you are capable of hovering whilst flying, and you are always under the effects of the freedom of movement spell. Additionally, you can fly while wearing medium or heavy armor, and while you are overencumbered.

Winged Champion

You have become a symbol of freedom and strength, an ideal to rally behind, and a warrior that others seek to emulate. You have reached your aspirations. Beginning at 20th level, your Mystical Winds feature now deals 2d6 bludgeoning damage, and foes who fail the saving throw are knocked prone. Additionally, its duration is increased to 3 minutes. Furthermore, the extra damage granted by your Gale Force feature is increased to 2d8, and you can use your Squall Strike feature multiple times on the same turn.


Blusterbow

The path of the Blusterbow is one of dedication to the bow, requiring tremendous skill in archery and intense focus. These fearsome archers can unleash a bolley of arrows infused with the power of wind on their foes, and their ability to control the field of battle is unmatched amongst soaring soldiers. A skilled Blusterbow can deftly control their foes' positions with ease.

Tornado Salvo

Your arrows store raging wind within, which can be unleashed with one shot. When you shoot an arrow or bolt and it comes in contact with a surface, be it a creature or the ground, you can choose to unleash a vicious tornado on that spot. The tornado is 10-feet wide, and 20-feet tall. When the tornado is formed, creatures within the radius must pass a DC 15 Dexterity saving throw or take 3d6 slashing damage and be pulled in, or half damage and no pull on a successful save. Creatures who end their turn within the tornado must make the same saving throw. The inside of the tornado is difficult terrain, and creatures other than you cannot fly within 5 feet of the tornado. You cannot be harmed by your own tornado. Each tornado lasts for 1 minute, and you can have a number of tornadoes active equal to your soaring soldier level.

Holy Quiver

Your quiver contains your unbridled mystical power. Beginning at 6th level, as a bonus action, you can enhance your arrow or bolt with magical energy to grant the shot additional effects. Some of your enchantments impose saving throws. The DC for these saving throws equals 8 + your Dexterity modifier + your proficiency bonus. When you activate this feature, choose one of the following enchantments:

  • Inferno Arrow. Your shot deals an additional 2d6 fire damage and ignites any flammable objects it hits.
  • Glacial Arrow. Your shot deals an additional 2d6 cold damage and reduces the target's speed by 15 feet.
  • Storm Arrow. Your shot deals an additional 2d6 lightning damage. Additionally, the foe must make a Constitution saving throw. On a failed save, the foe is paralyzed for 1 minute. The creature can repeat the saving throw at the end of their turns, removing the condition on a successful save.
  • Corrosive Arrow. Your shot deals an additional 2d6 acid damage. Additionally, if the foe is wearing armor, they suffer a -2 reduction to their AC until the end of their next turn.
  • Venom Arrow. Your shot deals an additional 2d6 poison damage. Additionally, the foe must make a Constitution saving throw. On a failed save, the foe is poisoned for 1 minute. The creature can repeat the saving throw at the end of their turns, removing the condition on a successful save.
  • Soul Arrow. Your shot deals an additional 2d6 necrotic damage. Additionally, the foe suffers disadvantage on Strength-based ability checks, attack rolls, and saving throws for 1 minute.
  • Spirit Arrow. Your shot deals an additional 2d6 radiant damage. Additionally, the foe suffers disadvantage on Wisdom-based ability checks, attack rolls, and saving throws for 1 minute.
  • Blast Arrow. Your shot deals an additional 2d6 force damage. Additionally, the foe is pushed back up to 20 feet. Foes within 5 feet of the target suffer the force damage as well.
  • Ethereal Arrow. Your shot deals an additional 2d6 psychic damage. You have advantage on the attack roll, as the arrow passes through the Ethereal Plane, unless the foe can see into the Ethereal Plane with a feature such as Truesight. The arrow can strike a creature within the Ethereal Plane if they are occupying a space between you and the target. If you are within the Ethereal Plane when you use this feature, the arrow passes through the Material Plane instead.
  • Plangent Arrow. Your shot deals an additional 2d6 thunder damage. Additionally, the foe and creatures within 5 feet of the target must make a Constitution saving throw. On a failed save, they are deafened for 1 minute.
  • Roulette Arrow. When you successfully hit with your shot, roll a d4, a d6, and two d10s. The d4's roll determines how many damage dice the shot deals in additional damage. The d6 determines what condition the shot applies. The creature must make a Constitution saving throw or suffer the roll's condition for 1 minute. The creature can make the saving throw at the end of their turns, removing the condition of a successful save. A roll of 1 applies the blinded condition. A roll of 2 applies the charmed condition. A roll of 3 applies the frightened condition. A roll of 4 applies the prone condition. A roll of 5 applies the stunned condition. A roll of 6 applies the unconscious condition. The d10s serve as additional damage, and if both d10s roll the same number, the attack becomes a critical hit, and the additional damage is maximized.

You can only apply one enchantment to any single attack. The enchantment is removed after the effect is applied, or if you miss. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after finishing a long rest.

Aerial Archer

Your skills with a bow are superb, and your aerial maneuverability is commendable. Beginning at 10th level, when you take the Attack action while flying, you can move up to your speed in any direction. This movement doesn't provoke opportunity attacks.

Whirlwind Arrows

Your arrows are blessed with the power of wind itself. Beginning at 14th level, your ranged weapon attacks deal an additional 3d8 slashing damage. Additionally, the tornadoes created by your Tornado Salvo feature become 10 feet wider, and 15 feet taller, and creatures within 10 feet of the tornadoes are forced to make the Dexterity saving throw or be pulled into the nearest tornado. Furthermore, you can select up to five creatures to be unaffected by the tornadoes.

Typhoon

Your control over the wind is comparable to the divines. Beginning at 18th level, your Mystical Winds feature reduces the speed of hostile creatures by 30 feet, and the Strength saving throw's DC increases to 18.

Guardian Angel

The path of the Guardian Angel is one of dedication to their allies, requiring quick reflexes, great courage, and strength of body. These soaring soldiers take the image of an angel, serving as a winged protector who faces his foes with conviction and bravery. A Guardian Angel can become the first and last line of defense, as their durability is exceeding when compared to most soaring soldiers.

Winged Defender

You wield the indestructibility of your wings like a shield. When an ally within 5 feet is subject to an attack, you can use your reaction to block the attack with your wings, causing the attack be at disadvantage. You cannot use this feature while flying.

Breath of Life

You can channel the wind to mend wounds. Beginning at 6th level, friendly creatures within the radius of your Mystical Winds feature restore 1d6 hit points at the start of their turns. Additionally, they gain advantage on death saving throws while within the radius.

Nature's Blessing

The power of nature protects you and your allies. Beginning at 10th level, you may choose to have yourself and friendly creatures within 10 feet of you gain resistance to bludgeoning, slashing, and piercing damage for 1 minute. You may use this feature an amount of times equal to your Constitution modifier, regaining all uses after finishing a long rest.

Warm Breeze

You can slow the winds to an enchanting breeze, inducing drowsiness in others. Beginning at 14th level, as an action, you can force all creatures within a 50-foot radius centered on yourself to make a DC 15 Constitution saving throw. Creatures who fail the saving throw are knocked unconscious for 1 minute. Creatures rendered unconscious by this feature wake up if they are subject to any damage. You can use this feature three times, regaining all uses after finishing a long rest.

Hero of the Skies

You are looked upon by others as a winged exemplar, a savior that can be relied on to rescue those in danger. Beginning at 18th level, you can take a reaction every turn, rather than every round.

Tempest Knight

The path of the Tempest Knight is one of dedication to the perfection of oneself, requiring copious amounts of training and research. These warriors ofttimes have sworn loyalty to another, and their devotion shines in their persistance and skill. A lone Tempest Knight has the potential to crush armies with little to no aid, and few soaring soldiers exceed them in sheer power and discipline.

Storm Armor

You are protected by lightning and wind. You now have resistance to lightning and thunder damage. Additionally, when a creature hits you with a melee weapon attack, they suffer 1d4 lightning damage.

Shield of the Wind

You are a powerful defender of the air. Beginning at 6th level, while your Gale Force feature is active, you gain a +2 bonus to your AC. During this time, you cannot be moved by hostile creatures.

Vital Current

You can revitalize yourself with a restoring gale. Beginning at 10th level, as a bonus action while your Gale Force feature is active, you can heal 3d10 hit points. Using this feature deactivates your Gale Force feature. You cannot use this feature again until you finish a long rest.

Aeroblade

The Squall Strike is a powerful technique, but you have enhanced it further with special training. Beginning at 14th level, your Squall Strike now deals 6d10 slashing damage and knocks the enemy prone. Additionally, your Squall Strikes bypass enemy resistances and immunities.

Strato Cyclone

You can unleash a vicious cyclone that launches foes skyward. Beginning at 18th level, while your Mystical Winds feature is active, you can deactivate it in favor of making a special attack. Choose one target within 500 feet that you can see. The chosen creature must make a DC 18 Dexterity saving throw or take 8d10 slashing damage and be launched 120 feet directly upward. If they collide with a surface such as a roof, they suffer an additional 3d6 bludgeoning damage. On a successful save, they take half damage and are pushed 5 feet away.

Multiclassing

Prerequisites. To qualify for multiclassing into the soaring soldier class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the soaring soldier class, you gain the following proficiencies: Simple weapons, martial weapons, light armor

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