Avian Knight (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Avian Knight[edit]

Fighter Subclass

Avian Knights are high-ranking knights and nobility that have become disillusioned with their order and now seek to tear down the system that they once held dear. Abandoning their belongings and station and fleeing their home, either by exile or choice, they are granted mystical powers to aid them in their quest to amass a rebellious group of malcontents.

This is the definitive subclass for Knight Cranburry, my first RPG character

Rally of Revolution

Starting at 3rd level, you can choose one of the following Rallies to gain an additional fighting style:

HERO OF THE PEOPLE: Gain "Protection" Fighting Style
HONORABLE REBEL: Gain "Dueling" Fighting Style
SAVAGE ROGUE: Gain "Two-Weapon Fighting" or "Archery" Fighting Style

You are also now proficient in either Deception or Persuasion skill checks

Avian Sigil

At 7th level, you choose an Avian Sigil to anywhere appear on your body of the following options:

RAVEN: [Passive] You have advantage on Acrobatics skill checks made to climb. [Active] Any ranged attack that hits is considered a critical hit if you are at a higher altitude than the target
PHOENIX: [Passive] Gain resistance to fire damage and you can endure extreme heat. [Active] Your attacks deal an extra 1d8 of fire damage.
OSPREY:[Passive] You can make a Dexterity saving throw against a DC of 15 + (Height fallen in feet / 10) to avoid taking fall damage. [Active] You gain a flying speed of 30ft. When this effect wears off, you will fall if in the air.
HAWK: [Passive] You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. [Active] You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you

The Active effect lasts for 1 minute and can only be used once per long rest

Guerrilla Warfare

At 10th level, you are now proficient in Acrobatics and Survival skill checks and gain the following effect based on your Rally:

HERO OF THE PEOPLE: "Protection" fighting style ability radius expanded to 15ft
HONORABLE REBEL: You can re-roll any 1 on damage rolls from attacks with one-handed weapons when holding no weapon in the other hand
SAVAGE ROGUE: You can re-roll any 1 on damage rolls from attacks with Finesse or Ranged weapons
Improved Avian Sigil

At 15th level, your chosen Avian Sigil now grants you more effects:

RAVEN: [Passive] You gain advantage on Stealth checks when at a higher altitude than creatures that are attempting to detect you. [Active] You are under the effects of the Feather Fall spell
PHOENIX: [Passive] If you use Indomitable to re-roll a death saving throw and succeed as a result, you regain half of your max HP and stabilize. [Active] All fire damage dealt by you ignores resistance to fire and treats fire immunity as resistance
OSPREY: [Passive] You can project spectral wings at will and flap them to create the effect of the Gust of Wind spell. You do not need to concentrate to keep the effect active, and may cast it a number of times per day equal to your proficiency bonus. [Active] When your sigil is active, you are considered under the effects of the Investiture of Wind spell.
HAWK: [Passive] When using Second Wind, allies within a 30ft radius of you gain half as much HP. [Active] You have advantage on Perception checks and can add your proficiency bonus to them if you don't already
Bird of Prey

At 18th level, every time you successfully recruit someone to fight against the established authority of the town, city or region, you gain +1 on the next persuasion check to recruit another. You also have advantage on Acrobatics checks when not wearing heavy armor and your Avian Sigil now grants another effect:

RAVEN: [Passive] You are considered proficient in Intimidation checks (or double your proficiency bonus if already proficient). [Active] Your first attack made after activating your sigil deals 8d6 extra damage if you are at a higher altitude than the target.
PHOENIX: [Passive] You are also immune to fire damage and can survive in lava or fire. You can also cast the spell Fire Shield (warm only) as a bonus action a number of times equal to your proficiency bonus. [Active] Whenever a creature deals damage to you, they take fire damage equal to your fighter level
OSPREY: [Passive] You gain a flying speed of 30ft, but cannot end your turn in the air or you will fall. [Active] Your flying speed is now 60ft while your sigil is active.
HAWK: [Passive] When you use Second Wind, allies within a 30ft radius also gain +5 AC until the end of your next turn. [Active] You can cast Misty Step on your turn as a bonus action a number of times equal to your proficiency bonus.

Your Rally also grants you a final effect:

HERO OF THE PEOPLE: "Protection" fighting style ability radius expanded to 30ft and you now have 2 reactions per round
HONORABLE REBEL: If you are holding a weapon in one hand without a weapon in the other, that weapon deals critical damage on a roll of 18-20
SAVAGE ROGUE: All weapons are considered to have the Finesse property when you wield them in one hand and ranged weapons deal critical damage on a roll of 19-20
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses