Aerokaval (5e Class)
Aerokaval[edit]
“A cheering crowd of people overlook a shining new performance, as in the blink of an eye the broom and its rider appear in a dazzling swirl of flame.”
“Deep in the woods, a displacer prowls around the forest floor. Little does it know that it has been tracked for at least an hour and is about to be finished by an onlooker in the trees…”
“A fisherman glides lazily over the river’s surface, waiting for prey. Soon, a school of fish appears over the rapids for him to dive under and pull up today’s catch.”
Anyone can own a broom, but to become a master, many will incorporate the method of transportation into an entire lifestyle. Whether ranging from the fastest racer to the most down-to-earth fisherman, this class is for those who won’t be chained down by gravity.
Call of the Vast[edit]
Many Aerokavals are seasoned travelers, able to get from one place to another more easily than most. No sea, landmark, or obstacle can stop them- and they’re very difficult to stop once they’ve got moving, mind you. No matter what kind of Aerokaval one is thought, the call of the void is strong and makes itself known. Wide open spaces that seem endless, such as oceans, the deep sea, the skies, or even in a few cases, the stars themselves, are where Aerokavals may find themselves.
An Extension of the Self[edit]
The broom is Aerokaval's most dear tool, more important than life itself to some. It’s more than just a mode of transportation; the broom is also a weapon, a source of magic, even a companion on the off chance it's sentient. An Aerokaval has had a broom for so long that it effectively functions like a limb; without it, they’d be lost.
Creating an Aerokaval[edit]
Creating an Aerokaval is a flexible process. Think about why your Aerokaval flies in the first place, is it for a job? Is it for competitive racing? Is it for survival, even? Not only that, but think about how exactly your Aerokaval acquired their broom in the first place.
- Quick Build
You can make an Aerokaval quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Athlete background.
Class Features
As a Aerokaval you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Aerokaval level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Aerokaval level after 1st
- Proficiencies
Armor: light, shields
Weapons: simple weapons, pikes, scimitars, tridents, and whips
Tools: Woodcarver’s tools, Land and Water Vehicles
Saving Throws: Constitution, Dexterity
Skills: Choose two from Athletics, Acrobatics, Perception, Survival, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) or (b) leather armor or (c) shield
- (a) two scimitars or (b) two handaxes
- Broom of Flying
- (a) Dungeoneer’s Pack or (b) Entertainer’s Pack
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Aerokaval Trade, Batter Up, Fast Travel | — | — | — | — | — |
2nd | +2 | Bristle Boon, Sorcerer’s Amateur, Travel Sized, Spellcasting, The Oghams | 2 | — | — | — | — |
3rd | +2 | Batter Up, Carrying Capacity | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Aerokaval Trade,The Oghams | 4 | 2 | — | — | — |
6th | +3 | Divebomb | 4 | 2 | — | — | — |
7th | +3 | Unfamiliar Familiar | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Carrying Capacity | 4 | 3 | 2 | — | — |
10th | +4 | Aerokaval Trade,Lightspeed,The Oghams | 4 | 3 | 2 | — | — |
11th | +4 | — | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement, Carrying Capacity | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Aerokaval Trade,The Oghams | 4 | 3 | 3 | 1 | — |
15th | +5 | Carrying Capacity | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Carrying Capacity | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Planar Pathways | 4 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
After your experience out in the world, your broom can also transform into a magic staff to cast spells. However, the way you cast magic isn’t like most others. The Aerokaval class is extremely active, and that includes their spellcasting as well. They draw patterns and sigils in the air with their broomsticks to cast magic, whether it be through aerial tricks or a complicated wave. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Aerokaval spell list.
- Spell Slots
The Aerokaval table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the Aerokaval spell list at level 2. The Spells Known column of the Aerokaval table shows when you learn more Aerokaval spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Aerokaval spells you know and replace it with another spell from the Aerokaval spell list, which also must be of a level for which you have spell slots. OR Preparing Spells [replaces Spell slots and Spells known] The Aerokaval table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Aerokaval spells that are available for you to cast, choosing from the Aerokaval spell list. When you do so, choose a number of Aerokaval spells equal to your Dexterity modifier + your Aerokaval level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level Aerokaval, you have four 1st-level and two 2nd-level spell slots. With a Dexterity of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Aerokaval spells requires at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Dexterity is your spellcasting ability for your Aerokaval spells. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for an Aerokaval spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Dexterity modifier
Spell attack modifier = your proficiency bonus + your Dexterity modifier
- Spellcasting Focus
You can use your broom as a spellcasting focus for your Aerokaval spells.
Fast Travel[edit]
Starting at 1st level, your flying speed is 30 feet. Your speed increases 5 feet every level, to a maximum of 80 ft (11th level is max speed).
Aerokaval Trades[edit]
Every Aerokaval has a special trade they’ve indulged in to come to where they are on a broom, and their skillset clearly shows a life well lived because of it. At 1st level, you chose a trade. Choose between Thrill-Seeker, Showman, Raptor, Seabird and Sportsman, all detailed at the end of the class description. Your choice grants you features at 1st, and again at 5th, 10th, and 14th.
Ability Score Improvement[edit]
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.
Batter Up[edit]
Your broomstick is your weapon as well as your tool. Starting at 1st level, your broom can function as a magic quarterstaff. You gain an additional 1d6 damage die every four levels.
The Oghams[edit]
The wood of your broom contains power, and you know the secrets to activating them. The oghams have been used to empower the trees for generations, and can just as easily be applied to broomsticks through careful trial and error. Starting at 2nd level, you gain access to one of the first aicme of the ogham. You gain one from the second, third, and fourth aicme at 5th, 10th, and 14th level respectively.
- First Aicme
The first Aicme is meant to boost combat morale, protecting the rider from anything that could be their end.
- Beith: Gain temporary hit point equal to your Constitution modifier+Your Aerokaval Level at the beginning of battle
- Lus: Attack with your weapon twice instead of once on your action
- Fearn: Gain advantage on one saving throw of your choice 1/LR
- Saille: Pass any current conditions onto an enemy creature once per short/long rest
- Nion: 1 automatic death success per long rest
- Second Aicme
The second Aicme taps into the essence of the rider, and passes on their wisdom to them as well. (All PB uses / LR)
- Huath: Gain advantage on wisdom rolls
- Duir: Gain advantage on strength rolls
- Tinne: Gain advantage on dexterity rolls
- Coll: Gain advantage on intelligence rolls
- Ceirt: Gain advantage on charisma rolls
- Third Aicme
Cast a spell from one of the ogham’s spell schools without expending a spell slot once per long rest that is one level above your spell level.
- Muin: Conjuration
- Gort: Transmutation
- nGeatal: Abjuration
- Straif: Divination
- Ruiz: Enchantment
- Fourth Aicme
You’ve become skilled enough with the Oghams to learn feats of great skill, and your skill has paid off greatly.
- Ailm: Gain a Dexterity increasing feat
- Onn: Gain a Wisdom increasing feat
- Uhr: Gain a Charisma increasing feat
- Edad: Gain a Strength increasing feat
- Idad: Gain an Intelligence increasing feat
Bristle Boon[edit]
The bristles on your broomstick have been through thick and thin, and as such have caught elemental residue the same way dust catches in a regular broom. At 2nd level, you can deal 1d4 damage, and on target’s failed constitution saving throw against your spell save DC, one effect from your broomhead as a bonus action. You can use this a number of times equal to your proficiency bonus per long rest, and the damage increases to 1d8 at level 4, 1d10 at level 6, 1d12 at level 10, and 2d12 at level 12.
- Dove
Deal radiant damage and the target is charmed.
- Vulture
Deal necrotic damage and the target is poisoned.
- Cardinal
Deal cold damage and the target is restrained by ice.
- Flamingo
Deal fire damage and the target is pushed up a level of exhaustion.
- Eagle
Deal force damage and the target is knocked prone.
- Bluebird
Deal lightning damage and the target is blinded.
Sorcerer’s Amateur[edit]
Not only has your broomhead gained abilities beyond normalcy, but you have also gained the ability to move it without touching it. At level 2, you can summon your broom up to 100 feet away, and control it up to 50 feet away.
Travel Sized[edit]
You’ve learned the secrets of your broomstick, and know it can take many different forms. Starting at 2nd level, as a bonus action, you may turn your broomstick into a normal wand that allows you to learn up to 4 cantrips. You may only cast cantrips while in wand form, and only leveled spells while in broomstick form. However, you may cast a chosen cantrip of choice without the wand. You may also deal the equivalent of dagger damage with your wand while retaining any dice damage bonuses from the broom.
Carrying Capacity[edit]
At third level, your broom is much heartier than most others. At 3rd level, your broom can carry half a ton. A half ton is added to the carrying capacity every three levels.
Divebomb[edit]
You’ve become confident enough in your ability on the broomstick by now to even be able to charge your opponent. Starting at 6th level, you can charge an opponent from the air, making a melee attack roll against them and flying up to your full speed towards them. You deal an additional 1d10 damage of the weapon’s damage type per 20 feet dropped from above. You may use this ability a number of times equal to your proficiency modifier per short rest. However, on a failed attack roll, half damage will be dealt to you instead. You can also charge your enemy while on the ground. You still expend a use of the Divebomb feature, and you instead deal half of the regular damage you would deal dive bombing, but you suffer no damage if you fail the attack roll.
Unfamiliar Familiar[edit]
You’ve faced so much adventure and life that your broomstick has taken on a life of its own. Your broomstick is sentient at 7th level, with the stats of an animated broom times your Aerokaval level, with all the features of a familiar. You may also cast Find Familiar at will, without expending a spell slot.
Lightspeed[edit]
Your speed is reaching new heights, and you’re unbound by space itself. You can teleport up to 30 feet at 10th level as an action an amount of times equal to your proficiency modifier. You replenish your teleports after a long rest, and increase your range by 10 feet every five levels.
Planar Pathways[edit]
You’re no longer bound by a single plane of existence, and your travels can take you to other planes of existence. As an action, you can expend one of your 3rd level spell slots To cast a lesser Plane Shift, with the following changes: - You only transport up to one other creature with you. - The casting time is increased to one hour.
Thrill-Seeker[edit]
The wanderers and nomads of the far corners of the globe and out to do everything there is to be done, the thrill-seekers seek to explore until there’s nothing left to be explored. The world is their oyster, and they want to see it shine.
- Bonus Proficiencies
Gain +1 to your armor class when joining this trade, and then gain additional +1 every 5 levels.
- Evasive Maneuvers
No one can slow your pursuits down, not even your enemies. Beginning at 1st level,as a bonus action, you can use the Dodge action as a bonus action. This can be used a number of times equal to your proficiency bonus per long rest.
- Your Oyster
You’ve traveled the world time and time again, nothing surprises you much anymore. Starting at 5th level, you are unaffected by difficult terrain, and you may move stealthily at a normal speed when traveling.
- Ill-Gotten Goods
You haven’t gotten this far by just flying, you’ve learned to occasionally take what you can. Starting at 10th level, you can expend a use of divebomb to steal an item from a creature instead of dealing additional damage. If the creature is holding the item, they must make a Strength save against your Spell Save DC. If you successfully hit the creature with the weapon in the Divebomb attack, the target suffers the weapon’s normal damage and have disadvantage on the Strength check to prevent your theft.
- Ad Astra Per Aspera
You know your way around the world, to the stars and back. Starting at 14th level, you half the time taken to travel to places you’ve been to before. You also have advantage on investigation/perception rolls to find the fastest route to a new location, whether on the current plane of existence or not.
Showman[edit]
The showman is out to put a smile on everyone’s face, and take in the entire audience’s attention so the spotlight is solely on them. Through magic and flight, they captivate audiences worldwide for their love.
- Expanded Spell List
A showman’s history on the stage has given them access to a number of showstopping spells from the spell list below.
Level | Spells |
---|---|
1st level | command, heroism. |
2nd | alter self, moonbeam. |
3rd | fast friends, slow |
4th | freedom of movement, ego whip. |
5th | dawn, dominate person. |
- Bonus Proficiencies
You gain proficiency in deception, performance, and one instrument when joining this trade.
- Show of Skill
You can juggle, sing, and so much more, all just standing on your broom. When joining this trade at 1st level, you may make a melee attack with your Broom of Flying as a bonus action on your turn. If you hit with this attack, the target must make a Constitution saving throw against your Spell Save DC or be stunned until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus and you regain all uses on a short rest.
- For the Fans
Not only are you able to attack your opponents with a bristle boon, but you also have room in your heart for your fans as well. Starting at 5th level, When you use your Bristle Broom feature, all friendly creatures within 30 ft. of you gain a small boon as well, depending on the Bristle Broom feature you trigger.
- Heavenly Hoedown (Dove):You may clear a condition applied to a single ally.
- Devilish Danzón (Vulture): Any friendly creature with 0 hit points within the radius regains 1d4 hit points.
- Chilly Chula (Cardinal): Add 1d4 to the AC of all friendly creatures in the radius until the start of your next turn.
- Flaming Flamenco (Flamingo): All friendly creatures may add an additional 1d4 to all of their attack rolls until the start of your next turn.
- Windswept Waltz (Eagle): All friendly creatures in the radius gain advantage on proficient saving throws until the start of your next turn.
- Striking Samba (Bluebird): All friendly creatures in the radius, when they hit with a spell attack, add an additional 1d6 damage of the same damage type as the spell.
- Attention Hog
You’re the star of the show, and you’ll make sure everyone knows it. Starting at 10th level, You can attempt to overpower a foe’s chance at acting. As a reaction, at the start of an enemy’s turn, you may force them to make a Charisma saving throw against your Spell Save DC. On a failed save, you take their turn, and are able to immediately act, and the target loses their turn this round. On a successful save, the target keeps their ability to act on their turn. You may use this feature once, and regain use of it on a short rest, unless you expend a 3rd level spell slot to use it again.
- Allure
Your charm is your strongest asset, and you’re not afraid to flaunt it. Beginning at 14th level, you gain advantage on two of the following Charisma checks: Deception, Intimidation, Performance, Persuasion.
Raptor[edit]
There are those who follow the path of the Aerokaval mainly for survival, and are found in the deepest parts of the forest as hunters. They emulate birds-of-prey in their hunting methods as they dive bomb, break necks, and disembowel their prey on certain occasions.
- Bonus Proficiencies
At 1st level, when acquiring this trade, you gain proficiency with medium armor and martial weapons.
- Into the Open Air
You’ve been flying for so long, you’ve mastered the art of camouflage in the blue skies.Beginning at 1st level, you may completely hide behind light cover and foliage. In addition, once per long rest, you may imbue yourself with a shaking sensation that blurs your movement overhead for up to 1 hour while flying. While in this state, creatures have disadvantage on Perception checks towards you and your broom.
- Perch
Your skill in hunting has allowed you to discern enemy weaknesses, even from afar. At 5th level, you can study an enemy for 1 minute, learning valuable information on their physical form. You may learn two of the following features:
- The target’s hit points in relation to yours (Higher, Lower, Equal).
- The target’s Armor Class relative to yours (Higher, Lower, Equal).
- The target’s resistances/immunities.
- The target’s vulnerabilities.
You may use this feature a number of times equal to your proficiency bonus, and regain all uses of it on a short rest.
- Pack Tactics
A hunter has to learn to collaborate with others to survive, and you’re willing to share that talent with your party members. At 10th level, You can make a small connection with a willing creature within 60 ft. as a bonus action, represented by a small bead appearing over each of your heads. On your turn, the creature can take the Dash, Disengage, Dodge, or Attack action as a reaction (If the Attack action is taking, only one attack can be made). You may do the same on the creature’s turn. This lasts for 1 minute, or until either you or the creature reach 0 hit points or are incapacitated. You may use this feature once, and you regain use of it on a long rest.
- Aerial Pursuit
You’re the scourge of the skies, and can even take your skills down-to-earth as well, now. At 14th level, you now no longer take any fall damage if you miss an attack made with the Divebomb feature. In addition, once per short rest, you may instead deal an additional 1d10 damage for every 10 ft. dropped in Divebomb, rather than every 20 ft.
Seabird[edit]
The most down-to-earth Aerokavals are often found as seabirds. Merchants and fishermen can be found in this path, but submariners and pirates are just as likely to be found on this path as well, tinkering with their broomsticks for maximal efficiency.
- Expanded Spell List
A life at sea has been anything but kind to you, and has required you to learn the basic spells from the spell list below.
Level | Spells |
---|---|
1st level | healing word, sanctuary. |
2nd | aid, find traps. |
3rd | Freedom of the Waves, magic circle |
4th | locate creature, gravity sinkhole. |
5th | skill empowerment, scrying. |
- Bonus Proficiencies
Gain proficiency in tinker’s tools and smith’s tools when joining this trade
- The Deep Blue
Your travels have made you very familiar with the depths of the deep, allowing your swimming speed to be equal to your broom’s flying speed, starting at 1st level.
- Gold-Eyed
You know how to discern the valuable from the invaluable, and know just how to get it. You may give yourself advantage on an Investigation or Perception check to discover or inspect a piece of treasure, knowing its monetary value and whether or not it is magical, though this does not give you any details on its specific magical properties. You may use this feature a number of times equal to 1+Your Wisdom Modifier (Minimum of 1), and you regain all uses on a long rest.
- Seafarer’s Skill
You’ve taken on so many jobs and quests for crews that by now you’ve picked up a handy few skills from your travels. At 10th level, you may use one of the following skillsets to aid yourself or your mates.You may change this feature whenever you take a long rest.
- Navigator: You ignore difficult terrain while traveling, and you may move stealthily at a normal pace when traveling. In addition, you may add twice your proficiency bonus to Survival and Perception checks, rather than just once. This applies even if you are not proficient in those skills.
- Engineer: You can strengthen one weapon or armor set’s attributes by +2 for up to one minute.
- Steward: Once per long rest, you may revitalize friendly creatures when sitting down for 1 minute, granting them the benefits of a short rest. This does not include yourself.
- Every Little Bit
You’ve come across flora and fauna of all kinds on your travels from place to place, and you’ve even learned their secrets. At 14th level, When holding a significant part of a creature with a swimming speed (DM’s discretion), you may use an action to channel its essence, allowing you to use one of its actions or traits on your turn. The creature’s CR must be equal to or less than your Aerokaval level. The piece of the creature is consumed in the use of this feature. You may use this feature a number of times equal to your proficiency bonus, and regain use of it on a long rest, unless you spend a 4th level spell slot to use it again.
Sportsman[edit]
Raised from birth to be the best of the best, sportsmen are faster, stronger, and more competitive than the other trades. They’re ready to prove themselves and fight at all times, whether it be in a race for the ages or on the front lines of a battle.
- Bonus Proficiencies
You gain proficiency in all armor and one gaming set of your choice when joining this trade at 1st level.
- Speed Racer
After winning so many races, you know that you’re the fastest thing alive. When joining this trade, you get a 10 foot bonus to your flying and walking speed. This also increases the maximum limit of your broom’s speed by 10 ft. (Up to 90 ft.)
- Vengeful Strike
Starting at 5th level, you may make a melee attack as a reaction towards an opponent after a melee attack a number of times equal to your proficiency bonus per long rest.
- Concussion
The world of sports isn’t without its dangers, of course. You know this first and foremost, of course. Starting at 5th level, , you may bear extra might to your broom when you hit a creature with it. The creature takes extra damage equal to 1d8+your Strength modifier, and if they are Huge or smaller, must succeed on a Strength saving throw against your Spell Save DC or be knocked prone. You may use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
- Sabotage
You’ve been trained at a young age to spot the weaknesses in an enemy team. Starting at 10th level,when you hit a creature with your Broom of Flying, you can knock out a weak point in their armor, exposing them to more pain. The target suffers a -2 penalty to their Armor Class for 1 minute, or if they take an action to realign and quickly fix the armor. You may use this on the same creature multiple times, stacking to a maximum of two times (-4 AC). You may use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
- Olympic Armaster
You’ve mastered your broomstick, and have turned it into the ultimate weapon. Starting at 14th level, You may change your broom’s form over the course of 1 hour, changing it from a quarterstaff to one of the following: Glaive, Pike, Spear, Trident, or Halberd. You may also change it back to its regular form at the same time. You still retain any dice damage bonuses from the broom.
Aerokaval Spell List[edit]
You know all of the spells on the basic Aerokaval spell list and additional spells based on your subclass.
- Cantrips
Blade Ward, Booming Blade, Control Flame, Dancing Lights, Eldritch Blast, Firebolt, Gust, Lightning Lure, Message, Ray of Frost, Resistance, Sapping Sting, Sword Burst, Thunderclap, True Strike, Virtue
- 1st Level
Arcane Weapon, Catapult, Chromatic Orb, Color Spray, Cure Wounds, Disguise Self, Entangle, Expeditious Retreat, Feather Fall, Fog Cloud, Grease, Guiding Bolt, Hunter’s Mark, Inflict Wounds, Magic Missile, Jump, Longstrider, Thunderwave, Witch Bolt, Zephyr Strike
- 2nd Level
Air Bubble, Blindness/Deafness, Blur, Dust Devil, Enhance Ability, Find Vehicle, Flame Blade, Fortune’s Favor, Gust of Wind, Immovable Object, Invisibility, Kinetic Jaunt, Lesser Restoration, Levitate, Magic Weapon, Misty Step, Pass without Trace, Pyrotechnics, Shatter, Skywrite, Vortex Warp, Warding Wind
- 3rd Level
Antagonize, Beacon of Hope, Blinding Smite, Blink, Call Lightning, Crusader’s Mantle, Dispel Magic, Fly, Gaseous Form, Haste, Haywire, Hunger of Hadar, Lightning Arrow, Lightning Bolt, Melf’s Minute Meteors, Nondetection, Protection from Energy, Pulse Wave, Sending, Stinking Cloud, Wind Wall
- 4th Level
Arcane Eye, Banishment, Elemental Bane, Galder’s Speedy Courier, Greater Invisibility, Hallucinatory Terrain, Polymorph, Staggering Smite, Storm Sphere, Summon Elemental, System Backdoor, Vitriolic Sphere
- 5th Level
Banishing Smite, Cloudkill, Cone of Cold, Conjure Volley, Contact Other Plane, Control Winds, Destructive Wave, Far Step, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Planar Binding, Skill Empowerment, Steel Wind Strike, Telekinesis, Teleportation Circle, Wall of Force
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Aerokaval class, you must meet these prerequisites: a dexterity of at least 13
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