User:Quincy/Armed With Wings (5e Class)
winged hero[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 winged hero[edit]
Quick Build:[edit]
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: 1d8 per Armed With Wings level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Armed With Wings level after 1st
- Proficiencies
Armor: none
Weapons: All ranged weapons, slashing or piercing
Tools: none
Saving Throws: dexterity, charisma
Skills: Three of the following: Acrobatics, Athletics Survival, Intimidation, Persuasion, or Deception
- 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 or (c) one ranged weapon and 20 ammunition.
Level | Proficiency Bonus |
Fly Speed | Features | |
---|---|---|---|---|
1st | +2 | 20 ft. | Exceptional Athletics, Energy Maximums, Winged Warrior, Unarmored Defense | 3 EP |
2nd | +2 | 20 ft. | Action Surge | 5 EP |
3rd | +2 | 20 ft | Archetype Choice, Wing buffet | 6 EP |
4th | +2 | 20 ft. | Ability Score Improvement, Exceptional Athletics Improvement | 8 EP |
5th | +3 | 40 ft. | Extra Attack, Promised Destiny, Second Maximum Improvement | 10 EP |
6th | +3 | 40 ft. | Winged Charge | 12 EP |
7th | +3 | 40 ft. | Archetype feature, Third Maximum Improvement | 14 EP |
8th | +3 | 40 ft. | Ability Score Improvement, Exceptional Athletics improvement | 16 EP |
9th | +4 | 40 ft. | Channel the Mysterious Force | 18 EP |
10th | +4 | 40 ft. | Filled Mind, Second Maximum improvement | 20 EP |
11th | +4 | 60 ft. | Extra Attack | 22 EP |
12th | +4 | 60 ft. | Ability Score Improvement, Second Maximum Improvement, Winged Charge Improvement | 24 EP |
13th | +5 | 60 ft. | Bond To The World, Bladed Wings, Promised Destiny | 26 EP |
14th | +5 | 60 ft. | Feather Storm | 28 EP |
15th | +5 | 60 ft. | Extra Attack | 30 EP |
16th | +5 | 60 ft. | Ability Score Improvement | 32 EP |
17th | +6 | 80 ft. | Second Maximum Improvement, Archetype Feature | 34 EP |
18th | +6 | 80 ft. | Promised Destiny | 36 EP |
19th | +6 | 80 ft. | Ability Score Improvement, Ability Score Improvement | 40 EP |
20th | +6 | 80 ft | True Wings | 45 EP |
Class Features[edit]
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 + proficiency bonus + Dexterity modifier.
Exceptional Athletics[edit]
Starting at 1st level, you may use your dexterity for any athletics check or strength saving throw, while flying.
At 4th level, You may also perform jumps off of walls to get a second jump while running or flying.
At 8th level, your jump height is always double, and you are considered to have a flying start whenever you jump, if your wingspan has enough room.
Energy Maximums[edit]
When you damage half an enemy's hit point maximum 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. Additionally upon taking a long rest you may choose to have energy points equal to your armed with wings level instead of the number you possessed prior to the long rest.
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 listed in the table above.
First maximum: You gain a +2 bonus to your attack rolls.
Second Maximum: Whenever you hit with a melee attack you can force the target to make a strength saving throw. On a failed save the target takes 1d8 radiant damage and is knocked prone. At level 5 damage increase to 2d8 at level 10 to 2d8 at level 12 to 3d8 and level 17 to 4d8.
Third Maximum:You may take your entire turn to make a melee attack and apply the results to all creatures you choose within 5 ft. This only takes an action starting at lv. 7.
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 by any means due to your destiny.
Unarmored Defense[edit]
While you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus(max 19).
Action surge[edit]
Beginning at 2nd level, you may take an extra action and bonus action on your turn once after a short or long rest. At 15th level you may do this twice before finishing a rest
Wing Buffet[edit]
Beginning at 3rd level, you may use your action to make a special attack with your wings. Each creature in a 20-foot cone must make a Dexterity saving throw against your standard save DC. On a failed save, the target takes 1d8 force damage. On a successful save, the target takes half damage.. The damage done by this feature increases to 3d8 at 10th level and to 7d8 at 20th level. You can use this feature once per long rest without spending energy points, or you can spend 2 energy points for each use after the first increasing by 1 energy point each time. You can spend energy points to use this feat a number of times equal to half your winged heroes dexterity modifier.
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 you 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 6th 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), and at 17th level (four attack).
Promised Destiny[edit]
The powers promised to you by destiny have begun to reveal themselves. You can innately cast two of following spells, as long as you meet the level requirement stated, without using any material components. You can innately cast the cantrips an infinite number of times, but the spells of 4th level can be used once per long rest until level 10 when it increase to twice, at level 15 it becomes three times, and level 20 it becomes four times. For level 5 spells you gain an additional use at 15th and 20th level.
Eldritch Blast
Fire Bolt
Shocking Grasp
Ray of Frost
Dimension Door (7th level)
Hold Monster
Hold Person (10th level)
These spells are all cast at their lowest level (except cantrips) and if they have saving throws they are equal to your Standard save DC.
Winged Charge[edit]
Starting at 6th level, you may make a special charge attack. You must move your full fly distance and be flying before attack. Make a melee weapon attack. This attack deals an extra damage die of the type your weapon uses. Also, the creature hit must make a Strength saving throw or be knocked back 10ft. You can do this once per long rest and spend 6 additional energy points to use it again after the first use up to a number of times equal to half your armed with wings level. At 12th level, you get two extra die. At 18th level you get three extra die.
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. You deal xd8 force damage where x is the number of energy points spent. You can spend a maximum amount of points equal to half your armed with wings level. 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. You can use this feature once per long rest.
Filled Mind[edit]
Beginning at 10th Level, the mysterious energy that fills the winged hero has taken over your being. You gain resistance to Radiant Damage, and you now have Advantage on all saving throws against Charm effects.
Bond To The World[edit]
Beginning at 13th level, you harness the Mysterious energy that resides within and you can spend energy points to regain 1d4 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 quills, allowing you to attack with them as a melee weapon attack. This attack deals an amount of slashing damage equal to 4d6 + 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 16 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 long rest. You can spend 12 energy points to use this feature again up to a number of times equal to half your winged heroes level.
True Wings[edit]
Once you reach 20th level, your wings become glowing when flying at full strength, allowing you to make a dash to 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 does 3 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 6 (nonmagical maximum of 26)
Archetypes[edit]
Once you reach third level you may pick a way from the options listed below
Way of the Scale Bound[edit]
This archetype grants you the following features: Draconic Wings: at third level your wings become covered in scales. You gain a +1 bonus to your armor class.
Draconic flight: at seventh level your draconic wings let you fly like the dragons of old. You can fly through one type of weather of your choice without taking damage from inclement weather of that type or being treated as difficult terrain:Hailstorm, Thunderstorms, darkness(including magical darkness), or blinding light. You can also take a bonus action to infuse your weapons with the type of damage you selected. They deal an additional 2d8 damage of the said type, in the case of hailstorms it is cold damage in the case of thunderstorms it is lightning in the case of darkness it does necrotic in the case of blinding light you deal fire damage.
Draconic Defense: You gain resistance to the damage type you chose starting at lv. 12
Draconic Power: You gain the ability to dive bomb an enemy from flight. All enemies in the area make a dexterity saving throw if they fail it deals 7d10 of your chosen element in damage to any enemy within a 20 foot radius and if they succeed they take half as much. If you fail you take fall damage for the height you dive bombed from. This feature can be used as an action once per long rest starting at lv. 17. And you can spend 15 energy points to use it for every use after the first up to a number of times equal to half your armed with wings level
Way of the Angelic[edit]
Angelic Majesty: starting at 3rd level you can tell people's intentions as an Angel would be able to. You can now speak Celestial and gain proficiency or become doubly proficient in the insight skill.
Angelic Kindness: You can spend up to 3 energy points to heal allies in combat. You heal for 1d4 hit points per energy point. You gain this feature at level 6 and it can be used once per short or long rest as a bonus action.
Angelic Defense: You have gained some of the defensive power of celestials and gain resistance to necrotic damage. You gain access to this feat at level 12.
Angelic Kindness Bonus: You now heal for 1d6s and can spend up to 6 energy points.
Angelic Devastation: You can send out a powerful blast attack with a flap of your wings. The attack travels in a 30 foot cone dealing 10d8 radiant damage to any enemies who fail the save and half as much on those that succeed on the save. This takes an attack action to use. You gain this feat at lv. 17 and can use it once per long rest. You can spend 17 energy points to use it once more per every 17 points spent up to a number of times equal to half your armed with wings level.
Angelic Kindness Bonus: You now heal for d8s and can spend up to 15 energy points to heal. You gain this improvement at lv. 17.
Way of the Swift[edit]
Quick Winged: Your fly sapped gains an additional 5 ft every time your fly speed increases, and once when you choose this perk at lv. 3.
Swift Dodging: starting at lv. 6 you can take the dodge action as a bonus action. Evasive Maneuvers: Starting at lv. 12 when you gain this feauture when you fly out of an enemy's space you no longer provoke an attack of opportunity. You can use this feat once per long rest, and it lasts for one minute.
Reactive:You've become as quick with your weapons as you are with your wings. Upon taking damage from a melee attack you can use your reaction to make a melee attack against them. You can use this feature once per long rest, or spend 17 energy points per additional use after the first. You gain this feat at lv. 17.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Armed With Wings 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.