Aerial Combatant (5e Subclass)
Aerial Combatant[edit]
Fighter Subclass
You have learned many techniques and gathered plenty of equipment that allows you to mimic flying and walking on walls.
- Warning! You cannot use any of this classes features if you are using a heavy or two-handed weapon or wearing heavy armor or a shield.
Nitrogen Burst[edit]
Starting at 3rd level, you gain 3 nitrogen points and you gain one every time you level up. You can spend one nitrogen point to give yourself a fly speed of 60 feet for 1 turn as nitrogen comes out of a gas canister on your belt. Additionally, as a reaction to falling, you can spend one nitrogen point to give yourself the flying speed and move 60 feet. You regain all nitrogen points when you take a short or long rest.
Omni Directional[edit]
Starting at 3rd level, you have obtained a belt with tools on it. One of these tools is a grappling hook at your waist. As a bonus action, you can launch a hook at a surface, object or creature within 120 feet. If you launch it at a surface, you are pulled towards the surface and can walk vertically up the surface like its the ground. If you grappled onto an object, you pull the object 60 feet towards you unless it is held to the ground, in which case you are pulled towards it. If you grappled onto a creature, you are pulled towards it if it is large or larger and you are able to walk on its back and up it. If the creature is medium or smaller, it must succeed on a dexterity saving throw equal to 10 + the amount of nitrogen points you have divided by 2. If it succeeds, nothing happens and the grappling hook returns. If it fails, you pull it 60 feet closer to you than it already was.
Strong Stomach[edit]
At 3rd level, you develop a strong immune system because you have become used to the turbulence of the skies. You have resistance to poison damage and have advantage on saving throws against poison and have a proficiency in acrobatics, if you don't already have that.
Staggering Critical[edit]
At 7th level, when you use your Omni Directional feature and grapple onto a creature that is large or larger, you have advantage on the attack roll. Additionally, if you land a critical hit, the maximum amount of damage is dealt.
Ozone Shredder[edit]
At 10th level, you learn to use the nitrogen not only for mobility, but also for combat. As an bonus action, you may spend 2 nitrogen points to add an extra damage die to your attack. If that damage die lands on its maximum number, the other damage dice are upped to the maximum number.
Adrenaline Rush[edit]
At 15th level you have learned how to control your adrenaline so that it hits at just the right time. When you roll initiative, add your strength modifier to your total initiative score.
Aerial Sidekick[edit]
At 18th level, you have mastered the art of mobility through machinery. As an action, you can give another creature a number of your nitrogen points that you choose. That creature can use your features until it runs out of nitrogen points, in which this effect ends. If the creature is in midair while it runs out of Nitrogen points, it takes no fall damage when it falls. Additionally, you are immune to fall damage, as your gear is flawless, as well as your technique.
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