Way of the Skyborne (5e Subclass)
Way of the Skyborne[edit]
Inspiration is from Dragoon from Final Fantasy, https://finalfantasy.fandom.com/wiki/Dragoon_(job)
Prerequisite[edit]
You must meet one of the following criteria:
- Multiclass into from one of the following: Fighter (Champion or Battle Master), Ranger (Hunter or Gloom Stalker), Barbarian (Path of the Beast), or Rogue (Swashbuckler); OR
- Athletics Score: Have a minimum Dexterity score of 14 or Athletics score of 14.
Lore[edit]
Skyborne Lancers are rare warriors known for their mastery of spear techniques and their ability to fight from the skies. Drawing inspiration from ancient dragons, these martial artists learned to blend acrobatic skill with the power of gravity, soaring through the air to strike with the force of a falling star.
In their training, they studied dragons as they hunted and fought, watching how these mighty creatures manipulated the air and their own strength, gaining informal names like Skyborne Lancers or Dragoons. From these observations, Skyborne Lancers learned to harness gravity itself, mastering the art of controlled leaps to strike from incredible heights.
These warriors have earned the informal moniker "Skyborne Lancers" due to their martial prowess and their ability to strike from great heights, resembling ancient draconic battle techniques passed down through the ages. Their combat style combines ancient techniques and the natural power of the sky, making them masters of aerial combat and powerful, gravity-defying strikes. While not an official title, some call them "Dragoons" in reference to their ability to strike like meteors from the heavens.
Wyvern Points[edit]
Starting when you choose this tradition at 3rd level, your ki becomes known as Wyvern Points — a finite resource representing your attunement to the skies. Wyvern Points function identically to Ki Points, but certain subclass features will reference them directly.
Lancer's Training[edit]
At 3rd level, your combat training is shaped by the ferocity and agility of ancient dragons, blending martial arts with mastery over specialized weapons and defense.
- You gain proficiency with spears, glaives, pikes, and similar weapons, all of which count as Monk weapons for you.
- When wielding a spear two-handed, you can still use your Martial Arts die for damage.
- You ignore the disadvantage on making ranged attacks with a spear while within 5 feet of a hostile creature.
Draconic Armor Training You gain proficiency with medium armor, which you must seek to acquire and customize to resemble the natural scales of dragons. While the armor itself doesn’t need to be made from dragon materials, it must be designed or treated to evoke the appearance and feel of draconic scales. This armor allows you to maintain your agility and flexibility, embodying the balance of toughness and movement seen in draconic creatures. However, wearing heavy armor restricts your training and prevents you from using this feature, as it hinders your agility beyond what you've mastered.
Skybound Leap[edit]
At 3rd level, you can defy gravity to strike from above.
As a Bonus Action, you can spend 1 Wyvern Point to leap into the air up to 20 feet vertically or your full movement horizontally without needing a running start. If you use your Action to attack on the same turn, you deal bonus damage equal to your Martial Arts die on one attack for every 10 feet you jumped (rounded down).
- Your jump distance increases to 40 feet vertically at 11th level.
- You do not provoke attacks of opportunity while jumping.
Lancet[edit]
At 6th level, your mastery of leaping and striking with precision allows you to exploit weak points in your enemies' defenses.
While falling from a controlled jump (at least 10 feet) granted by your Skybound Leap feature, if you have a melee attack available, you can use it in conjunction with the fall. If the attack hits, it deals additional piercing damage equal to your Martial Arts die + your Wisdom modifier.
Additionally, the impact of your strike generates a shockwave of energy. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone and have disadvantage on their next attack roll before the end of their next turn.
Skystrike[edit]
At 11th level, you master the art of weaponized gravity. You do not take fall damage from jumping.
If you fall at least 20 feet and hit a creature with a melee weapon attack during your descent (either while falling or immediately after landing), you can choose one of the following effects:
- The attack automatically becomes a critical hit, once per long rest. You cannot choose this again until it resets.
- The creature can make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes bludgeoning damage equal to twice your Martial Arts die + your Monk level.
Fallbreaker[edit]
At 11th level, gravity bends to your will.
While you are conscious and wielding a melee weapon, any damage that would be taken from falling can instead be transferred to a creature within 5 feet of where you land by spending 1 Wyvern Point. The creature must make a Dexterity saving throw against your Ki save DC. On a failed save, the creature takes half the damage you would have taken (capped at 30 points of damage).
Dragon's Descent[edit]
At 17th level, you become a living meteor.
As an Action, you can spend 4 Wyvern Points to launch yourself skyward, vanishing into the clouds. On your next turn, you come crashing down on a point you can see within 60 feet. Every creature within 10 feet of the point must make a Dexterity saving throw or take 6d10 force damage and be knocked prone. On a successful save, they take half damage and aren't knocked prone.
If only one creature is within range, the attack automatically becomes a critical hit on a failed save.
You can descend on the same turn by spending an additional 2 Wyvern Points.
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