User:Quincy/Armed With Wings

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This class is not mine. It was deleted from this wiki because it was unbalanced, and I've decided to make a copy for myself (with a few grammar and formatting changes along with other miscellaneous edits). Please respect the rules of userpages and do not edit my page. Quincy (talk) 08:45, 14 January 2018 (MST)

One armed With Wings[edit]

The Winged[edit]

These rare children are born to receive great destinies. However, their power is noticeable to any who have studied the prophecies. Many races confuse them with true angels, as do demons and devils. They are targets of many powerful forces and their lives filled with misery and pain. Their prophecies are inescapable for them, but their enemies are able to resist, and many evil forces will have vested interest in stopping them, as all of their destinies are to protect some element of the world’s peace. Strangely, these children all develop the same fighting style as they grow, making use of a unique style of magic channeled through specific weapons of choice. Many have claimed to serve beings unknown to legend, but the rarity of these warriors has made study rare, even among those who seek them out. Whatever their prophecy may be, whatever strange being guides them, the only sure thing about the lives of these unfortunate souls that they have been given the power to protect the very world to which they fulfill their duty to.

Notes for DMs and Players[edit]

The vagueness of the backstory is supposed to allow this class to fit in any campaign setting. Feel free to create your own reasons as to the existence of one Armed With Wings, who guides them, how their prophecies come about, etc. (You know the drill).

Creating One Armed With Wings[edit]

Quick Build

Highest Skill: Dexterity, Next Highest: Your pick. The idea is to have a much more dexterous fighter, who fights with acrobatics and outward blasts. This will come across very much like a cross between a fighter and a sorcerer with a bit of rogue thrown in for good measure.

Where were they born? What is your character’s prophecy? Who knows what that is? What pain have they experienced? Who has interest in trying to stop their destiny? Why?

Class Features

As a Armed With Wings you gain the following class features.

Hit Points

Hit Dice: 1d10 per Armed With Wings level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Armed With Wings level after 1st

Proficiencies

Armor: none
Weapons: Simple Weapons, Martial Weapons
Tools: one tool set of your choice
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Athletics, and two of the following: Deception, Intimidation, Persuasion, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A trinket from your childhood related to your prophecy
  • (a) one two handed weapon or (b) two one handed weapons and a ranged weapon with 20 ammunition.
  • A name of the being who whispers to you in your dreams, that is not found in any legend, that urges you on in your quest
  • One magical item

Table: The Armed With Wings

Level Proficiency
Bonus
Features Fly Speed
1st +2 Exceptional Athletics, Energy Maximums, Winged Warrior, Unarmored Defense 100 ft.
2nd +2 Action Surge, Uncanny Dodge 100 ft.
3rd +2 Light of Foot, Wing buffet 100 ft.
4th +2 Ability Score Improvement 100 ft.
5th +3 Extra Attack, Promised Destiny 150 ft.
6th +3 Winged Charge 150 ft.
7th +3 150 ft.
8th +3 Ability Score Improvement 150 ft.
9th +4 Channel the Mysterious Force 150 ft.
10th +4 Filled Mind 150 ft.
11th +4 Extra Attack 200 ft.
12th +4 Ability Score Improvement 200 ft.
13th +5 Bond To The World, Bladed Wings, Promised Destiny 200 ft.
14th +5 Feather Storm 200 ft.
15th +5 Extra Attack 200 ft.
16th +5 Ability Score Improvement 200 ft.
17th +6 250 ft.
18th +6 Promised Destiny 250 ft.
19th +6 Ability Score Improvement 250 ft.
20th +6 Extra Attack, True Wings 250 ft.

Standard Saving Throw[edit]

Some of the abilities listed call for a standard saving throw. While not an official term, this class’s abilities use a saving throw calculated as DC = 10 + your proficiency bonus + your Dexterity modifier.

Energy Maximums[edit]

When you hit in combat, you gain an energy point. These energy points can be spent on the abilities below. Your energy points stay with you until you spend them.

You do not spend these when you reach maximums. When you reach a maximum, your strikes gain an additional benefit. Maximums last one minute. Improves to 2 minutes at level 7 and 3 minutes at level 18. In order to reach a maximum, you must spend a number of energy points equal to the Maximums level. For example, to reach the third Maximum you must spend 3 energy points. When you reach a Maximum, you also gain the benefits of any before it. So If you reach the third Maximum you also gain the benefits of the first and second. the max amount of points you can have is 100. Until points are spent you can gain no more.

First maximum: You gain a +2 bonus to your attack rolls.

Second Maximum: Whenever you hit with a melee attack you deal double damage.

Third Maximum: As a bonus action you may make a melee attack and apply the results to all creatures you choose within 5 ft.

Exceptional Athletics[edit]

Starting at 1st level, you may use your Dexterity modifier for any Athletics check or Strength saving throw.

At 4th level, You may also perform jumps off of walls to get a second jump.

At 8th level, your jump height is always double, and you are considered to have a flying start whenever you jump, if wingspan has enough room.

Unarmored Defense[edit]

While you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + twice your proficiency bonus.

Winged Warrior[edit]

Starting at 1st level, you have a pair of wings jutting from your shoulder blades. These wings give you a fly speed as detailed on Table: The one with wings. You can fly with your full weight that you can carry walking. Your wings can't be removed or taken bye any means due to your destiny.

Action Surge[edit]

Beginning at 2nd level, you may take an extra action and bonus action on your turn once a short or long rest. At 15th level you may do this twice before finishing a rest.

Uncanny Dodge[edit]

Starting at 2nd level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.

Light of Foot[edit]

Starting at 3rd level you cannot be detected by tremor sense and your steps are silent. You have advantage on Dexterity (Stealth) checks.

Wing Buffet[edit]

Beginning at 3rd level, you may use your action to make a special attack with your wings. When you do, each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Starting at 10th level the damage done by this feature increases to 6d10. At 20th level damage increases to 8d10.

Ability Score Increase[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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 at 11th level (three attacks), 15th level (four attacks), and again at 20th level (five attacks).

Promised Destiny[edit]

The powers promised to you by destiny have begun to reveal themselves. You can innately cast two of following spells at will, without using a spell slot or any components. You can innately cast two more of the following spells at level 13. Once you reach level 18, you can innately cast all of the remaining spells.

Eldritch blast

Fire bolt

Shocking grasp

Ray of frost

Dimension door

Hold monster

Hold person

Winged Charge[edit]

Starting at 6th level, you may make a special charge attack. You must fly 10 at least 10 feet in a straight line and make a melee weapon attack. This attack deals an extra die of damage. Also, the creature hit must make a Strength saving throw or be knocked back 10 ft. Once you have used this feature, you can't use it again until you finish a short or long rest. Once you reach 12th level, the attack deals two extra dice of damage and knocks a creature back 20 ft. Once you reach 18th level, the attack deals three extra dice of damage and knocks a creature back 30 ft.

Channel the Mysterious Force[edit]

Starting at 9th level, You acquire the ability to weaponize the force that resides within you. As an action, you may use any number of energy points to channel a mysterious blast. For every point you spent, you deal an amount of damage equal to 1d8 + your Dexterity modifier. This improves to a d10 at 15th level and a d12 at 20th level. The range of this blast is equal to 5 ft. times the number of energy points spent. Every creature in the blast must make a Strength saving throw equal to your standard save DC for half damage. The damage done by this feature has no type and cannot be resisted or reduced by any means.

Filled Mind[edit]

Beginning at 10th Level, the mysterious energy that fills one armed with wings has taken over your being. You gain resistance to radiant and necrotic damage, and you now have advantage on all saving throws against spells and other magical effects.

Bond With the World[edit]

Beginning at 13th level, you harness the Mysterious energy that resides within and you can spend energy points to regain 1d6 hit points for every energy point you spend. Once you'e used this feature, you can't use it again until you finish a short or long rest.

Bladed Wings[edit]

Beginning at 13th level, your wings have grown sharp, allowing you to attack with them as a melee weapon attack. This attack deals an amount of slashing damage equal to 6d6 + your Dexterity modifier.

Feather Storm[edit]

At 14th Level you may send a storm of feathers from your wings in a cone of a width equal to half your flying speed. All creatures in the cone must make a Constitution saving throw with a DC equal to standard DC or become blinded for two rounds. However nothing is able to see in this cone, including allies and yourself. You may use this feature a number of times equal to your Dexterity modifier. You regain all uses of this feature whenever you finish a short rest.

True Wings[edit]

Once you reach 20th level, your wings become glowing when flying at full strength, allowing you to make a dash double your movement speed as a bonus action a number of times equal to your Dexterity modifier every long rest. These can be used instead of winged charge and do 2 extra dice of damage. Also, the DC for Strength saving throw increases by your proficiency bonus and the distance knocked back is doubled. Your Dexterity and Dexterity maximums each increase by 10.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Dexterity 13, Acrobatics

Proficiencies. When you multiclass into the Armed With Wings class, you gain the following proficiencies: None