Airborne Conclave (5e Subclass)
Airborne Conclave[edit]
Ranger Subclass
Airborne Rangers are lethal, agile, and flexible combatants capable of many complex, multi-faceted operations. Their capabilities include airborne assaults, anti-airborne combat, and arial deployment. In other words, they fight in the air, against the air, and from the air. Their hand-to-hand combat prowess is rivalled only by their ranged attack efficiency. If you need to control the skies, you need Airborne Rangers.
The origins of the Airborne Conclave are complex and multi-faceted. The originals were monster hunters that tired of losing battles to winged foes. They wanted to use some of their targets' tactics against them and employ countermeasures against others. So they sought the tutelage of druids, paladins, and graviturgists and wove their techniques into the tapestry of their existing ranger skills. The result was a group of rugged warrior-survivalists that could launch into the air. Ever since, their ways have been passed down through the exclusive conclave to the current generation of Airbornes, now commonly nicknamed "Hailstones" for the destructive way they fall from the sky. .
- Airborne Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Airborne Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Level | Spell |
---|---|
3rd | Feather Fall |
5th | Earthbind |
9th | Fly |
13th | Find Greater Steed |
17th | Steel Wind Strike |
- Halo Jump
Also at 3rd level, you start to learn the mechanics of flight to launch yourself into the air. As a bonus action, you can propel yourself 20 feet into the air to land in any open space within 50 feet that you could see from the launch point. This encompasses all of your movement from this turn and halves your base speed for the next. This movement does not elicit opportunity attacks.
When you land you may gain one of these benefits:
- Add your Wisdom modifier to the damage of any attacks made this turn.
- Gain +2 AC until the start of your next turn.
- Gain advantage on an ability check.
Your benefit must be selected before any other actions take place.
You do not take fall damage when using this feature unless your landing zone is more than 20 feet below you launch zone. If you exceed that height difference, you take 1d6 bludgeoning damage for every extra 10 feet.
You can use this feature a number of times equal to 1 + your Dexterity modifier (minimum 1). You cannot use Halo Jump on two consecutive turns. Regain all uses at the end of a long rest.
- High Ground
At 7th level, ranged attacks from elevated vantage points are more successful for you. Once per round when you make a ranged attack from at least 20 feet above your target, you do so with advantage. When you make that attack you ignore half cover as well as the target being prone. This difference in elevation also grants +2 to your AC against foes at least 20 feet below as long as that attack is not made with advantage.
- Soft Landing
Also at 7th level, dropping to the ground without taking damage becomes mere instinct for you. You can use the feather fall spell without using a spell slot a number of times equal to your Wisdom modifier (minimum 1). Regain these when you finish a long rest.
- Anti-Air Fire
At 11th level, you use your knowledge of the mechanics of flight to anticipate the movements of airborne targets. Once per round when you attack a flying target from the ground, you can add your Wisdom modifier to your attack roll (minimum +0).
- Hard Landing
Also at 11th level, you learn the Thunderclap cantrip. Moreover, when you land from a Halo Jump, you can cast Thunderclap without any action.
- Born to the Air
At 15th level, the ground can no longer contain you. As an action, you can expend a spell slot to achieve the results of casting the Fly spell on yourself for a number of minutes equal to twice the spell slot. Flight achieved this way does not require concentration.
This feature may be used for a combined total of 10 minutes of flight. After that, you must finish a long rest before using it again.
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