Aerial Assailant (5e Subclass)

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Aerial Assailant[edit]

Rogue Archetype

Many know the Tabaxi as eternal travelers, forever journeying lands far and wide. It is far less well know that the Tabaxi people did once have a homeland in the Sunset mountains, and some consider it home still. These jagged mountain rangers are a dangerous place to live, but the Tabaxi’s racial climbing ability grants them an edge over the other humanoid tribes. Some take this further and become Aerial Assailants, using the verticality of the terrain and their natural grace to turn gravity into a weapon. Although these techniques were designed with mountains in mind, an Aerial Assailant can be just as effective among the soaring towers of Huzuz or the giant trees of High Forest

Restriction: Tabaxi Only

Only Tabaxis can become Aerial Assailants, since archetype is built upon the natural abilities of that race. However, your DM can lift this restriction to better suit your campaign.

Claw Mastery

Starting at 3rd level, you have honed your abilities with your claws. You gain a climb speed of 10 feet, or increase your climb speed in +10 feet if you already have one, and gain Advantage on Strength (Athletics) checks made to climb.

In addition, you may treat your unarmed strikes as a light and finesse weapon.

Falling Strike

At 3rd level, you gain an additional way to use your sneak attack: you don’t need advantage if you make the attack while falling at least 30 feet, and don’t have disadvantage on the attack. This does not apply if you are affected by magic that allows you to control your fall or give you aerial movement, such as feather fall or fly. All other rules for sneak attack still apply to you.

Whenever you fall, you make a Dexterity (Acrobatics) check and ignore the fall damage for a number of feet equal to the result. If this reduces the number of effective feet fallen below 10 you take no damage and do not land prone.

Acrobatic Grace

Starting at 9th level when you make a Dexterity (Acrobatics) check, you can chose to add +10 to the result. You can do this after the roll is made but not after the result is revealed. Once you use this feature, you must finish a short or long rest before you can use it again.

In addition your jump distance increases by a number of feet equal to your Dexterity modifier.

Cat’s Landing

Beginning at 13th level, you can ignore the fall damage for a number of feet equal to double the result of your Dexterity (Acrobatics) check.

Greater Falling Strike

When you reach 17th level, you can use your falling strike to deal even more damage. If you use Falling Strike against an enemy and have advantage on the attack roll, you deal an additional point of damage for every 5 feet you fell, up to a maximum of 40 additional damage.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll

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