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Fighter Archetype: Flier
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Flier | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p1)** - [1.1 Flier](#p3) - [1.2 Subclass Features](#p4) - [1.2.1 Bonus Proficiency](#p4) - [1.2.2 Flier Mount](#p4) - [1.2.3 Triangle Attack](#p4) - [1.2.4 Rallying Wind](#p4) - [1.2.5 Darting Blow](#p4) - [1.2.6 Alert Surge](#p4) - [1.3 Mounted Maneuvers](#p5) - [1.3.1 Canto](#p5) - [1.3.2 Gale Force](#p5) - [1.3.3 Harmonious Initiative](#p5) - [1.3.4 Lancefaire](#p5) - [1.3.5 Mounted Strike](#p5) - [1.3.6 Rally Speed](#p5) - [1.3.7 Relief](#p5) - [1.3.8 Sol Strike](#p5) - [1.3.9 Stormblade](#p5)
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Flier | Introduction & Subclass Features
## The Flier **The Flier Fighter is the embodiment of the skies, mastering the art of mounted combat astride their loyal winged mount. Born from a world where the wind and clouds are their home, Fliers are equally skilled in orchestrating graceful aerial duels and holding court among the heavens. They safeguard those who entrust them and champion the vulnerable, often becoming the valiant protectors of both their allies and the skies. Driven by a longing for thrilling adventures and a desire to soar to greater heights, many Flier Fighters leave the earthly bounds behind to weave tales of heroic deeds in the boundless realm of the clouds** ### Building into a Flier To embark on the path of the Flier, one must forge a profound bond with a winged companion of the skies. You are the embodiment of agility, precision, and quick reflexes, guided by a steady hand and a sharp, watchful eye. Your training delves into the core principles of aerial warfare, covering everything from mastering the art of striking while mounted, and outsmarting your adversaries with maneuvers. It's about harnessing the very essence of the winds, gauging distances flawlessly, and soaring high above, always one step ahead of your enemies. \columnbreak ### Flier Mount Explained In terms of gameplay, the Flier Mount lacks stats and a health pool, cannot be compelled to make saving throws, and any attacks targeting it are effectively directed at you. Essentially, it is an extension of yourself, a seamless union where your actions and its existence are intertwined. You can certainly engage in roleplay and still create memorable moments with your Flier Mount, but there is no need to fret about its demise. If, by any chance, it were to meet such a fate, you can either seek out a new Flier to bond with, or consider the possibility that your Mount is an eternal creature, capable of reawakening from the dead. In either case, the decision rests with you.
The common Flier Mounts are as follows: * **Pegasus**. Reliable and Swift steeds suitable for a hero who soars through the sky or a stalwart knight who remains unyielding. * **Wyvern**. Viscious and difficult creature to tame. A show of your might and will. * **Giant Hawk**. An Avian partner perfect for those who love creatures with feathers and beaks. Swoop down from bark and branch to prey upon your enemies. The uncommon Flier Mounts are as follows: * **Nimbus**. A cloud which you can ride upon for battle, unorthodox but fitting for a hero of the rising sun. * **Great Dragonfly**. An Insectoid tamed by nectar and careful behaviour, zipping around the battlefield to slay your foes. * **Airborne Construct**. Maybe crafted by you or gifted from an intelligent artificer, you now ride a mechanised construct into the skies. Keep in mind tese are only ides, you are free to have whatever your mind can imagine so long as it can fly! \pagebreak ### Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in animal handling. Additionally soaring through the skies reveals the world at a greater pace, learn one common language of your choice. ### Flier Mount Starting at 3rd level, your drive to soar through the skies manifests through your training with a medium sized winged beast; such as a Pegasus or Wyvern. As a bonus action you can summon the Flier Mount from the skies above to a square within 5 feet of you, mounting the creature costs no additional movement, unmounting the Flier Mount costs you half your movement speed. The Flier Mount has 45 feet of movement, it can fly with its movement. If the Flier Mount ends its turn while airborne during combat, it will safely descend to the ground. While mounted on the Flier Mount you gain the following benefits: * Any attack targeting the Flier Mount are directed to you instead, treating the Flier Mount as an extension of yourself rather than a separate creature. * You roll initiative with advantage. * You can perform *Mounted Maneuvers*. * Using *Second Wind* causes the next attack roll against you to be at disadvantage, additionally you can dash as a free action after using *Second Wind*. \columnbreak ### Triangle Attack Starting at 7th level, you strike a foe using the perfect position and timing. While two allies are within 5 feet of a creature you can perform a melee weapon attack against it, doing so allows the two allies to attack this target using their reactions. You can use this feature equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. ### Rallying Wind Starting at 10th level, with a gale force you can spread your power with your allies. When you use *Second Wind* while on the Flier Mount, you can effect allies within 30 feet of you with it. They gain health equal to the amount rolled in addition to the next attack roll against them being made with disadvantage. The effected range increases to 60 feet at 18th level. You can use this feature once needing a short or long rest to use it again. ### Darting Blow Starting at 15th level, when attacking a creature with advantage you can forgo the advantage and make an additional attack against them with a bonus action, the bonus action attack deals additional damage equal to your proficiency bonus. ### Alert Surge Starting at 18th level, mastery of the mount and winds has allows your patterns of actions to become unpredictable. After performing an *Action Surge* while on the *Flier Mount*, the next attack rolls against you is at disadvantage and you automatically succeed on the next dexterity saving throw you need to make.
Archer | Ranged Prowess
\pagebreak ## Mounted Maneuvers While mounted on the Flier Mount, you can perform specialised manoeuvres which you have gained with hard earned practice. These can be activated with an action, bonus action, or free action. You can use this feature equal to your proficiency bonus. You regain all expended uses of it when you finish a short or long rest. #### Canto Immediately after attacking a creature you can disengage as a free action. #### Gale Force **Prerequisite**: when you reach 7th level. You can make a melee weapon attack using the wind created by your Flier Mount, it changes your weapon attacks range into a 30 feet cone. If the attack roll succeeds any creature's AC who is in the cone they take half the damage rolled. The damage type is thunder damage. #### Harmonious Initiative **Prerequisite**: when you reach 10th level. Two other allies gain advantage on their initiative roll and they add your proficiency bonus to their roll. #### Lancefaire **Prerequisite**: when you reach 15th level. When you make an opportunity attack against a creature, if the attack hits the creatures speed is reduced to 0. #### Mount Strike As a bonus action your mount can attempt to throw off a creature within 5 feet of it. The target makes a strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. #### Rally Speed As a bonus action you can share the winds of speed with an ally. Allies within 5 feet of you have their movement speed doubled for their next turn. #### Relief As a bonus action, while no hostile creature is within 5 feet of you. Restore the use of *Second Wind*. #### Sol Strike **Prerequisite**: when you reach 10th level. When you damage a creature, you can use your *Second Wind* feature. The number rolled using *Second Wind* is added onto the damage roll, in addition to healing you. #### Storm-blade If attacking a flying creature you can make the attack roll with advantage, if successful the target immediately falls down to the ground and is *prone*, taking applicable fall damage in the process.
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J. Kendoug's Homebrew Classes
I'd like to thank you for looking through my first ever D&D 5e homebrew subclass. I plan on making more in future, such as a Theurgist class, a futuristic small mech rider class for high fantasy settings and a Glyph Knight who uses the 8 schools of magic.
I created the Flier class to make playing the Pegasus Knights from the Fire Emblem franchise in Dungeons and Dragons fifth edition a real possibility. Though a like the Cavalier Archetype, I do not think it is a good comparison for the Flier. I wanted to make it feel new and exciting, utilising the features innate to the fighter such as involving second wind more and action surge. I love this game, and creating new ways of enjoying it is a driving passion for me, and I thank you for reading this far.
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