The Skywatcher v1.9 - 5E Homebrew Class (feat. Fire Emblem)

by Nines

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This version is currently outdated; see https://homebrewery.naturalcrit.com/share/TPh95q2t5UZF for a more current version.

The Skywatcher
version 1.9

The Skywatcher - 5E Homebrew Class

by Nines, V1.9

Winds of Change

A heavyset hero laughs from his pegasus, hurling bolts of destruction at the enemies below.

A orc warlord delivers a rallying cry as his forces charge in, knowing that before them lies either victory or death. Axes fall with vicious blows, until none are left to resist.

Whirling her spear with grace, a human darts through the thick of battle, emerging unscathed. She snags her liege, a local prince, and within a heartbeat he is spirited away to safety.

Swift attackers who reach for the sky, Skywatchers often take battlefield leadership positions, as their commanding presences and aerial vantage makes them well equipped to command. This doesn't mean they sit back and allow others do the fighting, though; on the contrary, a Skywatcher is unafraid to enter the thick of combat to aid allies and defeat enemies alike.

Death From Above

Not all who ride a mount are considered Skywatchers. A rarity even among the most elite armed forces, Skywatchers uniquely embody a fervent desire to reach for the sky, and inspire allies - for good or ill - with Rallying Commands. Using their swift strikes and reach beyond compare, these graceful combatants make for formidable duelists in open combat. Even in locations where flight would be impossible, as in dungeons and caves, their mobility and martial aptitude prove valuable.

Dude, Where's Your Pegasus?

In the original Fire Emblem games, Pegasus Knights and related classes were gender-locked to female characters only. This restriction was lifted in later games, and will be lifted for this class as well. Anyone can become a Skywatcher, regardless of gender.

The Skywatcher
Level Proficiency Bonus Features
1st +2 Bonded Mount, Canto, Clear Vision
2nd +2 Darting Blow, Fighting Style, Rallying Command
3rd +2 Born to the Sky, Skywatcher's Bond, Swiftwings
4th +2 Ability Score Improvement, Slow Fall, Martial Versatility (Optional)
5th +3 Extra Attack
6th +3 Skywatcher's Bond Feature
7th +3 Evasion
8th +3 Ability Score Improvement, Martial Versatility (Optional)
9th +4 Improved Steed
10th +4 Skywatcher's Bond Feature
11th +4 Triangle Attack
12th +4 Ability Score Improvement, Martial Versatility (Optional)
13th +5 Whitewing Initiative
14th +5 Skywatcher's Bond Feature
15th +5 Galeforce
16th +5 Ability Score Improvement, Martial Versatility (Optional)
17th +6 Rally Spectrum
18th +6 Perfected Triangle Attack
19th +6 Ability Score Improvement, Martial Versatility (Optional)
20th +6 Combat Readiness

Creating a Skywatcher

While some Skywatchers tie themselves to military forces, the life of a Skywatcher is often a nomadic one, well suited to the travels of adventuring. As you create a Skywatcher, consider what calls you to the skies. Were you a soldier, training for the chance to become the most elite of mounted combatants? Were you a devotee of a deity of the winds, searching for a way to become closer to your god? Perhaps you found yourself with an unusual connection to animals and nature, approaching beasts not as a master but as an equal?

Was your affinity for the air a talent you discovered? Perhaps you were trained amongst others for the purposes of aerial combat; if so, what became of them? Or perhaps fancied yourself a tactician, understanding that aerial superiority would allow you to project power across the land?

Quick Build

You can make a Skywatcher quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. (Some Skywatchers focus on Strength instead of Dexterity for their weapons of choice). Second, choose the Folk Hero background.

Class Features

As a Skywatcher, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Skywatcher level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Skywatcher level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, glaives, halberds, longswords, pikes, rapiers, shortswords, whips
  • Tools: Choose one type of artisan's tool or one musical instrument

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from skills: Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Persuasion, and Survival

Multiclassing

You must have a Dexterity and Charisma score of 13 or higher in order to multiclass in or out of this class.

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. When you multiclass into this class, you gain the following proficiencies.


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons

Equipment

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

  • (a) hide or (b) leather armor
  • (a) a rapier or (b) two shortswords or (c) a simple weapon and a shield
  • (a) four javelins or (b) a shortbow and a quiver of 20 arrows
  • (a) a diplomat's pack or (b) an explorer's pack

Bonded Mount

1st level Skywatcher feature

Your fervent desire to reach for the sky has forged a bond with the sky itself, projecting a spectral form which you alone can touch and ride. This Bonded Mount resonates with your soul, acting as an extension of yourself rather than an independent being. You can determine the appearance of your Bonded Mount as appropriate, from a pegasus to a wyvern to a flying cloud. Work with your DM to ensure that your Bonded Mount's appearance is appropriate for the setting and tone of your game. Regardless of its form, your mount appears as a magical, translucent image of a Large creature capable of flight.

You can summon your Bonded Mount as a bonus action during your turn. While mounted on your Bonded Mount, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You can use Dexterity instead of Strength for the attack and damage rolls of weapons that you are proficient with which lack the two-handed and reach properties.
  • You can invoke your Bonded Mount's grace to gain advantage on a Dexterity check. You can use a this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  • You count as occupying any space that your Bonded Mount would occupy. Attacks and effects directed towards it target you instead.

You can dismiss your Bonded Mount at any time during your turn. When your Bonded Mount is dismissed, it vanishes in a thematically appropriate method, such as a flash of light, a puff of smoke, or a scattering of feathers. You also dismiss your Bonded Mount automatically at the end of your turn if you are incapacitated or are not mounted on it.

Some of your Skywatcher features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Skywatcher save DC = 8 + your Proficiency Bonus + your Charisma modifier

Mounted Combat Rules

According to the Mounted Combat rules found on PBH page 198, if an effect moves your mount against its will or knocks you prone while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet.

Canto

1st level Skywatcher feature

You can grapple and move a willing creature (no action required) without incurring a penalty to your speed.

Clear Vision

1st level Skywatcher feature

As a result of constantly watching the sky for threats, your eyes are trained to spot distant targets. 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. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. See DMG 243 for details on vision.

Standard visibility is 2 miles or until the point that trees, hills or obstruction block their view. Rain cuts visibility down to 1 mile, and fog reduces it further to between 100 and 300 feet.

Darting Blow

2nd level Skywatcher feature

Your nimble movements help you take advantage of a drop in your opponent's guard, diving in and out without fear of reprisal. When you hit a creature with a weapon attack during your turn, you can Dash or Disengage as a bonus action.

Fighting Style

2nd level Skywatcher feature

You choose one of the following Fighting Styles to specialize in. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Arcane Warrior: You learn two cantrips of your choice from the Sorcerer spell list. They count as Skywatcher spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Sorcerer spell list.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Rallying Command

2nd level Skywatcher feature

You learn three of the following Rallying Commands. You can use one of your known Rallying Commands as an action, granting tactical benefits to nearby allies. You can use a Rallying Command a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. In addition, whenever you level up, you can replace a Rallying Command you know with another Rallying Command available to you.

  • Rally Attack: Until the start of your next turn, each creature you choose within 30 feet of you gains advantage on attack rolls made against creatures within 5 feet of you.

  • Rally Defense: You bolster the vitality of creatures around yourself. Each creature you choose within 30 feet of you gains temporary Hit Points equal to 1d8 x your proficiency bonus. These temporary Hit Points last until the start of your next turn.

  • Rally Heart: You reach out to the hearts of your enemies, attacking their resolve. Each creature you choose within 30 feet of you must make a Charisma saving throw. The movement speed of creatures that fail this save is halved until the start of your next turn.

  • Rally Luck: Each creature you choose within 30 feet of you gains a bonus equal to your proficiency bonus on the next check they make before the start of your next turn.

  • Rally Movement: Each creature you choose within 30 feet of you can move up to half their movement speed as a reaction to this Rallying Command. This movement does not provoke Attacks of Opportunity.

  • Rally Resistance: Each creature you choose within 30 feet of you gains a bonus equal to your proficiency bonus on the next saving throw they make before the start of your next turn.

  • Rally Speed: Each creature you choose within 30 feet of you gains an additional 15 feet of movement speed and +2 AC until the start of your next turn.

Born to the Sky

3rd level Skywatcher feature

Starting at 3rd level, your mastery over the sky becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. In addition, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Finally, your Bonded Mount grants you the power to join it in the sky. While your Bonded Mount is active, you gain a flying speed of 30 feet.

You can remain flying for a number of hours each day equal to half your Skywatcher level (rounded down), which can be used all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are airborne when the duration expires, you descend at a rate of 30 feet per round until you land. This duration becomes unlimited when you reach 9th level in this class.

Skywatcher's Bond

3rd level Skywatcher feature

Also starting at 3rd level, the bond between a Skywatcher and their chosen mount becomes sealed in a truly unique manner. At 3rd level, your Bonded Mount attunes to your soul in a mutual sharing of skills and techniques. Choose one of the following Skywatcher's Bonds: the Dark Flier, Draco Knight, Falco Knight, Kinshi Knight, Kintoun Knight, Lodestar, Seraph Knight, Songstress, Stormchaser, and Swarm Knight. The nature of the Bond you choose is reflective of your own nature and abilities, and grants you features at 3rd level and again at 6th, 10th, and 14th level.

Swiftwings

3rd level Skywatcher feature

The skies call to your soul, enhancing your speed even further. Your movement speed increases by 10 feet.

Ability Score Improvement

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.

Slow Fall

4th level Skywatcher feature

Gravity is a harsh mistress, one a Skywatcher must become intimately familiar with. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Skywatcher level.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Skywatchers. This replacement represents a shift of focus in your martial practice.

Extra Attack

5th level Skywatcher feature

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

7th level Skywatcher feature

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a Lightning Bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Bond

9th level Skywatcher feature

At 9th level, your Bonded Mount resonates even further with your soul, allowing it to retain physical presence for longer. Your Bonded Mount is no longer dismissed unless you choose to, you become unconscious, you are more than 1 mile away from your Bonded Mount, or you drop to 0 Hit Points. As an action, you can command your Bonded Mount to move a distance up to your mounted flying speed in any direction, but it cannot take actions.

The number of hours you can remain flying also becomes unlimited at this level. In addition, your walking and flying speeds increase by an additional 15 feet while you are mounted on your Bonded Mount.

Finally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you call your Bonded Mount before doing anything else on that turn.

Triangle Attack

11th level Skywatcher feature

By coordinating with your allies, you can catch an enemy by surprise and deal massive damage in a single blow. You have advantage on attacks when an allied creature is within 5 feet of your target. Once on each of your turns, when you hit a creature with a weapon attack, you can treat that hit as a critical hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature when you finish a long rest.

Whitewing Initiative

13th level Skywatcher feature

The bond between rider and mount becomes deeper, leaving the two souls indistinguishable from each other. You add your Charisma modifier (minimum of +1) to your initiative rolls. In addition, your movement speed is increased by an additional 15 feet while your Bonded Mount is active.

Galeforce

15th level Skywatcher feature

You learn to carry momentum from one defeated enemy to take on the next. Once on each of your turns, when you reduce a hostile creature to 0 Hit Points, you can make a weapon attack as part of the same action.

Rally Spectrum

17th level Skywatcher feature

When you use a Rallying Command, you can use another of your known Rallying Command options as part of the same action. This still only expends one use of your Rallying Command.

Perfected Triangle Attack

18th level Skywatcher feature

With careful planning and practice, you have learned to execute the Triangle Attack with deadly efficiency, allowing allies to follow up with to devastating effect. When you hit a creature with a critical hit, you can use your reaction to turn one hit against that creature before the start of your next turn into a critical hit.

Combat Readiness

20th level Skywatcher feature

You are prepared for whatever the battlefield will bring. As an action, you can regain all expended uses of Rallying Command. Once you use this feature, you can’t use it again until you finish a long rest.

Skywatcher's Bonds

Skywatchers quickly find themselves taking their own unique path, directing their talents to better accentuate their mastery of their skills. The free-spiritedness shared by Skywatchers is reflected in the variety of potential Skywatcher's Bonds, which reflect the nature of their mount and the skills which they will cultivate. This choice is only the start of a Skywatcher's career, though, as their path in life will help them develop new techniques, employ new Rallying Commands, and even invoke supernatural magics.

Variant Features

I'll be honest here, I'm just putting these here to save them for later. Other DMs may with to grant players one or more of these features in order to increase or decrease a Skywatcher's capabilities.

Cradled In the Sky

3rd level variant Skywatcher feature

Starting at 3rd level, your mastery over the sky becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. In addition, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Finally, your Bonded Mount grants you the power to join it in the sky. While your Bonded Mount is active, you gain a flying speed of 30 feet. However, your Bonded Mount's strength is currently insufficient to remain airborne continuously. If you are airborne at the end of your turn, you descend gently to the ground.

You can remain flying for a number of hours each day equal to half your Skywatcher level (rounded down), which can be used all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are airborne when the duration expires, you descend gently to the ground. This duration becomes unlimited when you reach 9th level in this class.

Valkyrie

5th level variant Skywatcher feature

Your bond to the sky has strengthened, allowing your Bonded Mount to fly continuously. You no longer fall to the ground if you are airborne at the end of your turn.

Diligence

6th level variant Skywatcher feature

Your diligent training and maintenance allows you to contribute off the battlefield just as you do on it. Choose one of the following features. You gain an additional choice at 9th and 13th level.

Fleet Foot: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

Hungry Hand: When you forage, you find twice as much food as you normally would.

Keen Eye: Your visual range is doubled in clear and lightly obscured environments.

Persistent Track: You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Strong Back: Your carrying capacity (including maximum load and maximum lift) is doubled.

Subclasses

Dark Flier

The bond of the Dark Flier emphasizes a cultivation of internal magic. These spellcasters ride on dark-winged mounts, mixing offensive diversity, mental manipulation, and magical resilience to bring true terror to the battlefield. With evocation spells to deal damage to many foes at once and enchantment magic to ensnare the mind, the sorcerous magic of a Dark Flier is a force to be reckoned with.

Bonus Proficiencies

3rd level Dark Flier feature

Your newfound magical capabilities give you an innate understanding of magic. You gain proficiency in Arcana.

Spellcasting

3rd level Dark Flier feature

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Dark Flier Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Sleep and have a 1st-level and a 2nd-level spell slot available, you can cast Sleep using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the enchantment and evocation spells on the sorcerer spell list.

The Spells Known column of the Dark Flier Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Fiendish Blow

6th level Dark Flier feature

Directly after you cast a spell with a casting time of 1 action, you can use a Rallying Command as part of the same action. In addition, your Darting Blow feature can now also be used when you hit a creature with a spell attack, or when a creature fails its saving throw against one of your spells.

In addition, you learn a new Rallying Command.

Rally Magic: Each creature you choose within 30 feet of you is magically empowered. Until the start of your next turn, when those creatures cast a spell of 1st level or higher, they treat the spell as if they had used a spell slot of one level higher.

Warding Blow

10th level Dark Flier feature

You learn how to make your strikes empower your own magical resilience. Once on each of your turns when you deal damage with a weapon attack or a spell, you gain advantage on the next saving throw you make against a spell or magical effect before the end of your next turn.

Shadowgift

14th level Dark Flier feature

Your dark magic is woven into each of your attacks. Whenever you deal damage with a weapon attack or a spell, you deal additional necrotic damage equal to your Charisma modifier.

Draco Knight

With the ability to wield heavy armor and weapons, those who accept the bond of the Draco Knight take on the role of aerial tanks, often preferring the durability of wyverns to better force their will upon the skies. Many a warlord has favored this brutally straightforward approach to aerial warfare.

Bonus Proficiencies

3rd level Draco Knight feature

You gain proficiency in Intimidation. If you are already proficient in it, you gain proficiency in a skill of your choice instead. You also gain proficiency in all martial weapons and heavy armor.

Death Blow

3rd level Draco Knight feature

Where other combatants would withdraw and prepare another strike, a Draco Knight remains on the offensive. When you take the Attack action, you can command your Bonded Mount to strike as a bonus action. This attack has a range of 5 feet, and uses the same ability modifier as your attack. The damage die for this attack is a d4, and it deals slashing damage.

Draconic Rider

3rd level Draco Knight feature

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Intimidating Roar

6th level Draco Knight feature

Your proficiency bonus is doubled for any ability check you make that uses Intimidation if it is not already doubled. Additionally, when you use a Rallying Command, you can also use your Death Blow feature.

In addition, you learn an additional Rallying Command.

Rally Fear: Your Bonded Mount lets out a terrifying roar. Each creature you choose within 30 feet of you that can hear you is forced to make a Wisdom saving throw or be Frightened until the start of your next turn. Creatures that succeed on this save become immune to its effects for the next 24 hours.

Dragonfire

10th level Draco Knight feature

The heart of a dragon dwells within your soul, and you share this fiery resolve with your Bonded Mount. When you take the Attack action, you can have your Bonded Mount breathe fire in place of one of your attacks. All creatures within a 15-foot cone centered on yourself must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Quick Burn

14th level Draco Knight feature

Like a true predator, you strike quickly and decisively. During the first round of combat, when you deal damage to a creature that hasn't had its turn yet, you use the highest number possible instead of rolling for damage. In addition, you have advantage on initiative checks.

Falco Knight

The archetypical pegasus knight, Skywatchers who accept the bond of the Falco Knight serve as an ever-reliable force on the battlefield. These warriors make use of their swift attacks in tandem with Rallying Commands to make short work of their enemies.

Bonus Proficiencies

3rd level Falco Knight feature

Falco Knights cultivate their skills in all aspects of combat. You gain proficiency in all martial weapons.

Quickened Rally

3rd level Falco Knight feature

Even as you support your allies, you are a combatant first and foremost. When you take the Attack action, you can use a Rallying Command as part of the same action.

Steady Flier

6th level Falco Knight feature

Your riding skills allow you to avoid losing control, both in flight and on the ground. You are immune to effects that would forcibly move you or knock you prone.

In addition, you learn a new Rallying Command.

Rally Wind: Each creature you choose within 30 feet of you gains a flying speed of 30 feet until the end of your next turn. Any creature that is airborne at the end of this duration and does not have a flying speed from another source descends safely at 60 feet per round until it reaches the ground.

Darting Stance

10th level Falco Knight feature

Your defense, offense, and support capabilities meld into each other seamlessly. When you use a Rallying Command, you can Dodge as a bonus action.

Dual Strike

14th level Falco Knight feature

You effortlessly weave the attacks of your allies into your own. When an ally within 5 feet of you deals damage to a creature, you can make one weapon attack as a reaction.

Kinshi Knight

The bond of a Kinshi Knight is a more modern and independent take on that of the traditional pegasus knight, emphasizing precision attacks and speedy strikes to best make use of their offensive capabilities. Nimble movements and hardened resolve make these warriors formidable foes.

Bonus Proficiencies

3rd level Kinshi Knight feature

As a Kinshi Knight, you are well versed in all manners of combat. You gain proficiency in all martial weapons.

Air Superiority

3rd level Kinshi Knight feature

You gain three Air Superiority dice, which which are d6s. These dice are used to fuel your Aerial Maneuvers. An Air Superiority die is expended when you use it, and you regain all of your expended Air Superiority dice when you finish a short or long rest. You gain another Air Superiority die at 7th level and one more at 15th level.

In addition, you learn the following Aerial Maneuvers, which can only be used while on your Bonded Mount. If an Aerial Maneuver requires the target to make a saving throw, use your Skywatcher save DC.

Aerial Maneuvers

Beastbane

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. If the target is a Beast, it makes the saving throw with disadvantage.

Knightkneeler

When you hit a Large or smaller creature with a melee weapon attack, you can expend one Air Superiority die to attempt to sweep the target off balance. You add the superiority die to the attack's damage roll, and force it to make a Dexterity saving throw. On a failure, the target is knocked prone. If the target is wearing metal armor, it makes the saving throw with disadvantage.

Wingwounder

When you hit a Large or smaller creature with a melee weapon attack, you can expend one Air Superiority die to attempt to force the target back. You add the superiority die to the attack's damage roll, and force it to make a Strength saving throw. On a failure, the target is pushed up to 15 feet away from you. If the target has a flying speed, it makes the saving throw with disadvantage.

Elegant Skydancer

6th level Kinshi Knight feature

As a Kinshi Knight, your focus must always remain resolute. You gain a bonus to your Wisdom saving throws equal to your Charisma modifier (minimum of +1).

In addition, you learn a new Rallying Command.

Rally Skill: The reflexes of each creature you choose within 30 feet of yourself are enhanced greatly. Until the start of your next turn, weapon attacks made against those creatures have disadvantage.

Savage Blow

10th level Kinshi Knight feature

When a creature fails its save against one of your Aerial Maneuvers, you can force any number of creatures within 5 feet of your target to make the same saving throw or suffer the effects of the same saving throw.

Flashing Blade

14th level Kinshi Knight feature

Your weapon flickers between targets as easily as you breathe. Once per turn, when you miss an attack, you can make one weapon attack against a different target.

Kintoun Knight

With subtle skills and myriad mirages, the bond of the Kintoun Knight leads a Skywatcher to a less direct but no less effective style of confrontation. The Bonded Mounts of these Skywatchers often take the form of clouds.

Bonus Proficiencies

3rd level Kintoun Knight feature

You gain proficiency in Stealth and your choice of Deception or Investigation.

Shaped Soul

3rd level Kintoun Knight feature

You can wrap the form of your Bonded Mount around a willing creature as an action, disguising them and any items on their person flawlessly. You can only have one creature disguised in this way at a time, and while using your Bonded Mount in this way, you cannot summon your Bonded Mount. You can sustain this effect for up to 1 hour or until your concentration ends (as if you were concentrating on a spell), and you can end it at any time (no action required). While you use your Bonded Mount in this way, it can be up to 1,000 feet away from you without being dismissed.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. To discern that you are disguised, a creature can use its action to inspect your disguise's appearance and must succeed on an Intelligence (Investigation) check (DC = 8 + your proficiency bonus + your Charisma modifier).

Dazzling Blow

3rd level Kintoun Knight feature

When a creature under the effects of your Shaped Soul makes an attack against a creature you can see within 30 feet of you, you can use your reaction to suddenly disperse your Bonded Mount's form into dazzling mist before reforming it as your Shaped Soul. The target can't take reactions until the end of your next turn.

Watchful Eye

6th level Kintoun Knight feature

As an action, you can see through your Bonded Mount's eyes and hear through its ears. If your Bonded Mount is being used for your Shaped Soul, you instead use the senses of the creature under the effects of your Shaped Soul. Either way, while doing so, you are deafened and blinded to your own senses. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action).

In addition, you learn a new Rallying Command.

Rally Silence: You scatter a muffling mass of down which magically silences a 30-foot radius sphere centered on yourself until the start of your next turn. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Infiltrator

10th level Kintoun Knight feature

You have advantage on Dexterity (Stealth) checks while flying on your Bonded Mount. In addition, creatures under the effects of your Shaped Soul have advantage on Charisma (Deception) checks.

Whisper on the Wind

14th level Kintoun Knight feature

When you Dash, you can become invisible until the end of your turn as part of the same action. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

In addition, you can teleport to an unoccupied space within 5 feet of your Bonded Mount as an action. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. Once you use this feature, you can't use it again until you finish a long rest.

Lodestar

Shining with radiant resolve, the bond of the Lodestar is preserved in the stars. These combatants watch from above and command control over the battlefield with powerful astral techniques.

Astral Strike

3rd level Lodestar feature

When you hit a creature with a weapon attack, you can expend one use of your Rallying Command to perform one of the following special techniques. You can only use one Astral Strike per turn.

Luna: Your attack deals an additional 2d6 force damage. In addition, until the end of your next turn, the target takes 1d4 additional damage whenever you hit it with an attack. The force damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 15th level.

Sol: Your attack deals an additional 2d6 radiant damage. You also heal a number of Hit Points equal to the radiant damage dealt. The radiant damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 15th level.

Radiant Visionary

6th level Lodestar feature

Your eyes are gifted with the power to see magic itself, as your precursors guide you to your destiny. You can cast Detect Magic at will, without expending a spell slot or material components.

In addition, you learn a new Rallying Command.

Rally Radiance: Creatures you choose within 30 feet of you must succeed on a Constitution save (DC = 8 + your Charisma modifier + your proficiency bonus) or be blinded until the start of your next turn. Creatures that succeed on this save become immune to its effects for the next 24 hours.

Aether

10th level Lodestar feature

At 10th level, your Astral Strikes blend into each other for a potent combination. When you use Luna, you heal a number of Hit Points equal to half the force damage dealt. When you use Sol, add 1d4 to your next damage roll.

Legendary Rider

14th level Lodestar feature

You gain the recognition of your precursors, preserved in the stars, and are blessed with a steed to match your own legend. At the end of a long rest, you can cast Find Greater Steed without expending a spell slot or requiring material components. In addition, when cast in this way, the steed summoned by this spell benefits from all improvements to your own speed, as it is infused with your Bonded Mount's power.

Seraph Knight

The Seraph Knight's bond allows a Skywatcher to act as emergency support, traversing entire battlefields in the blink of an eye to protect allies from incoming threats.

Bonus Proficiencies

3rd level Seraph Knight feature

As a Seraph Knight, you must weather the ravages of the battlefield without faltering. You gain proficiency in heavy armor.

Armored Blow

3rd level Seraph Knight feature

When you take the Attack action, you can gain a number of temporary Hit Points equal to your Charisma modifier as a bonus action (a minimum of 1). These temporary Hit Points last until the start of your next turn.

Warding Light

3rd level Seraph Knight feature

Your hands are imbued with faint healing energy, empowering your allies. You have a pool of d4s that you spend to fuel this healing. The number of dice in the pool equals 1 + half your Skywatcher level.

As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Rescue

6th level Seraph Knight feature

You can teleport a willing creature within 30 feet of you to an unoccupied location within 5 feet of yourself as a bonus action. You can also grapple the target as per your Canto feature as part of this bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You can also use your Warding Light feature on the target as part of this bonus action.

In addition, you learn a new Rallying Command.

Rally Heart: Each creature you choose within 30 feet of you is prepared to receive healing. Until the start of your next turn, treat any dice rolled to determine the Hit Points regained by these creatures as having rolled their maximum value.

Warp

10th level Seraph Knight feature

You can teleport a willing creature within 5 feet of yourself to a location you can see within 30 feet as an action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Dual Guard

14th level Seraph Knight feature

Your expert defenses leaves allies safe in your hands. Attacks have disadvantage to hit allied creatures within 5 feet of you.

Songstress

Simultaneously performers and mounted combatants, Songstresses channel Rallying Commands from above to invigorate allies and weaken the resolve of enemies.

Bonus Proficiencies

3rd level Songstress feature

You gain proficiency in Performance. If you are already proficient in it, you gain proficiency in a skill of your choice instead. You also gain proficiency in one musical instrument of your choice.

Chorus

3rd level Songstress feature

If you expended a use of your Rallying Command last turn, you can repeat its effects as a bonus action without expending an additional use of Rallying Command.

Poise

6th level Songstress feature

At 6th level, your proficiency bonus is doubled for any ability check you make that uses Performance.

In addition, you learn a new Rallying Command.

Rally Charm: Each creature you choose within 30 feet of you must succeed on a Wisdom save (DC = 8 + your Charisma modifier + your proficiency bonus) or be charmed until the start of your next turn. Creatures that succeed on this save become immune to its effects for the next 24 hours.

Empowering Refrain

10th level Songstress feature

Allies within 30 feet gain temporary Hit Points equal to your Charisma modifier (minimum of 1) when you use your Rallying Command or Chorus features.

Anew

14th level Songstress feature

Once per turn, when you use your Rallying Command or Chorus features, you can direct one of your allies to strike. Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Stormchaser

These storm-chasing Skywatchers channel the power of the skies in flashes of lightning. Literal shock troops, Stormchasers are well suited for direct combat even in the harshest conditions.

Storm Blow

3rd level Stormchaser feature

Lightning flickers around your weapon as you call to the power of the storm. The first creature you hit on each of your turns with a weapon attack takes 1d6 additional lightning damage.

Flashing Step

3rd level Stormchaser feature

As a bonus action, you can teleport to a location you can see within 30 feet, creating a sonic boom which is audible from as far away as 300 feet. Creatures within 5 feet of you after you teleport must make a Constitution save (DC = 8 + your Charisma modifier + your proficiency bonus) or take 1d6 thunder damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ride the Wind

6th level Stormchaser feature

You ignore difficult terrain. In addition, if you would be subjected to a wind-based effect, you can instead make a DC10 Charisma check to ignore it until your next long rest. If you fail this check, you cannot attempt it again for 10 minutes.

In addition, you learn a new Rallying Command.

Rally Storm: Each creature you choose within 30 feet of you is filled with the power of the storm. Chosen creatures deal 1d6 additional lightning damage on each of their attacks until the start of your next turn.

Lightningrod

10th level Stormchaser feature

You gain resistance to lightning damage. If an ally within 30 feet would take lightning damage, you can use your reaction to take it instead.

Eye of the Storm

14th level Stormchaser feature

Your pursuit of tempestuous weather has lead you to understand the winds so intimately that you can control them yourself. You learn the spell Control Winds, and can cast it once without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.

In addition, if you succeed on a Ride the Wind check, you can take control of the wind-based effect that you used your Ride the Wind feature until it ends, or until your next long rest. Once you use this feature, you can’t use it again until you finish a long rest.

Swarm Knight

True freedom comes from being separated from yourself. True strength comes from being one with everyone. The Swarm Knight puts this principle into practice with a mount of many wings, acting as one.

Collective Self

3rd level Swarm Knight feature

Your Bonded Mount scatters, taking on the appearance of a swarm of tiny flying creatures which collectively take up the space of a Large creature. While you are mounted on your Bonded Mount, you take on a fragmented, dispersed appearance as you become one with the swarm.

You can choose your Bonded Mount's new appearance yourself, or roll a d4 to choose from the following table. Work with your DM to ensure that your Bonded Mount's appearance is appropriate for the setting and tone of your game.

d4 Swarm Appearance
1 A flock of birds
2 A host of fairies
3 A swarm of flying insects
4 A horde of tiny dragons

If an attack hits you while you are mounted on your Bonded Mount, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss. Whether the attack hits or misses, you then vanish into your swarm and then teleport to an unoccupied space that you can see within 10 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short rest.

Shifting Swarm

6th level Swarm Knight feature

You integrate further into the swarm which collectively acts as your Bonded Mount. While mounted on your Bonded Mount, you can squeeze through a space as narrow as 1 inch wide.

In addition, you learn a new Rallying Command.

Rally Horde: Your swarm briefly swells around you, harrying your enemies. Creatures you choose within 30 feet of you must spend 2 feet of movement for every 1 foot they move, and take 1d4 slashing damage for every 5 feet they move until the start of your next turn.

Fellow Flier

10th level Swarm Knight feature

As a bonus action, you can command your swarm to pick up a a willing creature, granting it a flying speed equal to half your own for 1 minute.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dual Support

14th level Swarm Knight feature

Your swarm acts to support those it uplifts. While you are mounted on your Bonded Mount and take bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. You can also use your reaction to give creatures with a flying speed granted by your Fellow Flier feature this resistance when they take bludgeoning, piercing, or slashing damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Special Shoutout Box! Big thank you to the Discord of Many things for helping with this class, especially Hummingbird for inspiration and Just Matthew, SamuraiFlip, AlasBabylon, CaelReader, SnowWolf, C_Maistro, and Kcazthemighty for an early look at this class's balance. Another shoutout to r/UnearthedArcana for feedback and suggestions!

"Oh no, I want to use these Rallies for my Warlord, but I don't want to fly! Whatever shall I do?"

Feat: Rally Adept

You learn two of the following Rallying Commands. You can use either of these Rallying Commands as an action once using this feat. You must finish a long rest before you can use a Rallying Command again.

  • Rally Attack: Until the start of your next turn, each creature you choose within 30 feet of you gains advantage on attack rolls against creatures within 5 feet of you.

  • Rally Defense: You bolster the vitality of creatures around yourself. Each creature you choose within 30 feet of you gains temporary Hit Points equal to 1d8 x your proficiency bonus. These temporary Hit Points last until the start of your next turn.

  • Rally Heart: You reach out to the hearts of your enemies, attacking their resolve. Each creature you choose within 30 feet of you must make a Charisma saving throw. The movement speed of creatures that fail this save is halved until the start of your next turn.

  • Rally Luck: Each creature you choose within 30 feet of you gains a bonus equal to your proficiency bonus on the next check they make before the start of your next turn.

  • Rally Movement: Each creature you choose within 30 feet of you can move up to half their movement speed as a reaction to this Rallying Command. This movement does not provoke Attacks of Opportunity.

  • Rally Resistance: Each creature you choose within 30 feet of you gains a bonus equal to your proficiency bonus on the next saving throw they make before the start of your next turn.

  • Rally Speed: Each creature you choose within 30 feet of you gains an additional 15 feet of movement speed and +2 AC until the start of your next turn.

Final Notes

  • I do not own Fire Emblem or Intelligent Systems pls don't sue me
  • Naturally, many of the mechanics and abilities were designed to emulate mechanics in Fire Emblem. Bonus points to anyone who gets why this class is called Skywatcher.
  • Yes, flight and extra movement at level 3 is strong. The time limit should hopefully keep it in line. Like, the whole class is about being a Pegasus Knight, you can't not get flight.
  • Lighter and faster than a Fighter, but a little bit heavier than Rogues and Monks, with added support capabilities to help out teammates too. Though there's also a bit of Bard flavor too. And a bit of Warlord flavor, but that's not even a class. As a long rest class, it can run out of steam compared to Fighters/Rogues/etc if it doesn't end things quickly though.
  • Skywatchers get the equivalent of Fighter's 7th level subclass expertises a level early, but this is already more of a support class than Fighters anyway.
  • Despite going on about how your Bonded Mount is special and all, there's barely any class or subclass features that even mention your Bonded Mount. Further emphasizing the Pegasus part of a Pegasus Knight class sounds like it could help differentiate it from other classes, particularly with how much copying and pasting is going on here.
  • Ranged attacks + Flight is generally cited as a balance issue, but you legitimately perform worse if you do that as this class. Should the Archery style be removed?
  • Lances completely break this relationship, though, so despite being THE mount weapon I had them removed from the base proficiencies. Should I just embrace the brokenness? Say "You can use lances, but lances are busted, so if you use them don't complain about balance"? Right now the reasoning is basically "Lances are actually really heavy and pegasus knights were notorious for not having the constitution for big weapons."

Changelog V1.4

  • Subclasses changed to emphasize your choice of Bonded Mount instead of knightly training. Naturally, you can flavor your Bonded Mount as you wish.
  • Streamlined the explanation of your Bonded Mount
  • Added an equivalent to Barbarian's Feral Instincts to Improved Mount (now called Improved Bond)
  • Removed the Prodigy subclass and added Lodestar. A skill-monkey subclass didn't fit with the vision of this class. With just Seraph Knight and Songstress as supportive subclasses, this should help solidify the class as martial combatants with supportive capabilities rather than the other way around.
  • Triangle Attack changed to a number of times equal to your Cha mod per long rest. What's the worst that can happen, 5d12 extra damage over 5 turns? You can't even multiclass into Barbarian or anything for improved criticals. Also changed it to "treat it as a critical hit" to prevent Vorpal Sword cheese.
  • Seraph Knight's Dual Guard changed to only work on allies you grapple (i.e. via Rescue, Canto).
  • changed some wording regarding minimums, lifting from Bladesinger, Fiendlock, and Bard's wordings
  • Removed Lances from multiclass proficiencies because it looked weird

Changelog V1.5

Large overhaul to the early structure of this class, which should make the general theme more coherent - emphasizes your Bonded Mount as something important to the class the way a warlock's patron is.

  • Bonded Mount moved to 1st level, acting as a minor transformation in line with Rage or Bladesinging. At 1st level, it just provides a boost to speed, acrobatics checks, and Finesse on all weapons; lances and other spear-like weapons are nearly synonymous with Pegasus Knights, but none of them come with Finesse. At 3rd level, it provides flight.
  • Rallying Commands moved to 2nd level. Along with Darting Blow I feel it should be a suitable equivalent to Spellcasting/Divine Smite on Paladin and Ranger.
  • Swiftwings moved to 3rd level. 2nd level was starting to get crowded.
  • General fixes to readibility for mobile users

Changelog V1.6

  • "Magical Warrior" Fighting Style renamed to "Arcane Warrior."
  • Made Galeforce specify during your turn, and specify weapon vs spell attacks.
  • Combat Readiness capstone changed to "You can refill all your Rallies as an action."
  • Dark Flier's War Magic changed to War Rally, allowing a Rally as a bonus action after any spell is cast. With this change, Dark Flier should have only minimal overlap with Eldritch Knight.
  • Draco Knight's Armored Blow changed to Death Blow.
  • Draco Knight's Dragonfire changed to replace an attack.
  • Falco Knight's Steady Flier changed to automatically succeed on checks to be forcibly moved. Born to the Sky already granted advantage.
  • Kinshi Knight's Air Superiority nerfed to not consider struck grounded foes as airborne. Now deals knockback against all enemies, which is basically a death sentence for enemy fliers.
  • Rearranged Seraph Knight. Now has Armored Blow, Heavy Armor prof, Warding Light for healing starting from level 3; level 6 is Rescue, and level 10 is Warp.
  • Added a sonic boom that deals thunder damage to Stormchaser's Flashing Step.
  • Added a "Creatures that succeed on this save become immune to its effects for the next 24 hours" clause to various effects, including Rally Fear, Charm, and Rally Radiance.
  • Rally Adept gives access to two Rallies now. Still only lets you use one per long rest, like the Martial Adept feat.

Changelog V1.7

  • Swapped out the starting equipment Lance for a Rapier.
  • Added Kinshi Knight, a subclass for stealth and infiltration.
  • Clarifications to the Bonded Mount mechanics.
  • Bonded Mount only gives adv on a Dex check once per short rest.
  • Bonded Mount lets you use Dexterity instead of Strength, rather than specifically granting Finesse; only works on weapons without Two-handed or Reach, so no GWM, Lances, or Halberds.
  • Made the Bonded Mount's flight limited to a number of hours, determined by your Skywatcher level. HP restriction was also removed, as it encouraged a very lame playstyle.
  • Added Martial Weapon proficiency to Falco Knight.
  • Changed Falco Kngiht's Rally Skill to provide disadvantage on incoming attacks. Too much overlap otherwise.
  • Minor formatting changes.
  • Triangle Attack now uses PB instead of Charisma.
  • Removed Lances from starting proficiencies. They're still available if you multiclass Fighter/Paladin/etc, but at least they shouldn't be the default option for every build.

Changelog V1.8

  • Reformatted to help with visibility on mobile devices.
  • Swapped History for Persuasion on class proficiencies. There's been more than one case where Pegasus Knights just recruited enemy soldiers by flaunting their... Charisma.
  • Clear Vision changed to match Eagle Totem Barbarian.
  • Changed BA Help to Triangle Attack and added Perfected Triangle Attack.
  • Added the Swarm Knight subclass.
  • Changed Draco Knight's 14th level feature to deal max damage instead of just granting advantage on one attack.
  • Changed Kinshi's Charging Attack to Air Superiority, which knocks a target prone instead of knocking them back, and added Savage Blow instead at 10th level.
  • Gave Kintoun Knight Dazzling Blow, so that it doesn't have to wait 10 levels for a combat improvement. Also rearranged its levelup abilities so it's less outclassed by Echo Knight in infiltration.
  • Swapped out Rally Senses for Rally Silence. Senses was redundant with Rally Luck, and scenarios to use it were unlikely.
  • Swapped Kinshi's and Falco's 6th level Rallies for better synergy overall. Rally Skill kinda looks bad when you get BA Dodge. Not 100% on Rally Wind for Falco but it's better.
  • Changed Lodestar's Luna to increase damage instead of attack rolls, and its 14th level feature from Legend Lore to Find Greater Steed. Legend Lore just didn't seem in line with all the other subs getting a combat boost.
  • Seraph Knight's healing pool halved, and Armored Blow's temp HP nerfed to only last 1 turn.

Changelog V1.9

More reworks, more balancing, more wording clarifications

  • Variant features added.
  • Bonded Mount mechanics clarified, hopefully.
  • Dark Flier now works with saves, and explicitly cannot Rally Magic its own action spells.
  • Draco Knight HP removed, Death Blow expanded to Rallies, Dragonfire damage reduced but number increased so it's less insane burst with Triangle Attack.
  • Falco Knight now can use its full Attack alongside a Rally.
  • Kinshi Knight's Air Superiority buffed to be restored by a short rest.
  • Seraph Knight's temp HP removed option.
  • Songstress rearranged - Rally Charm at 6th level, Rally Heart (renamed to Empowering Refrain) at 10th, Anew at 14th
  • Learn new Rallies as you level up?
  • Rearrange class feature list? Rallying Commands at 1st, Born to the Sky+Darting Blow at 2nd?
  • Kintoun Knight buffs?
  • Made Skywatcher Save DC a thing so we don't have to copy and paste the DC formatting everywhere
  • Made Triangle Attack trigger off of a failed save instead of being limited to Cha uses per day

To-Do List

  • Playtesting and feedback. Soon.
  • The Lance issue. Roll with it and give lances, knowing they're hella op when you're permanently mounted? Deny lances and have it available to subclasses with martial proficiency anyways?
  • New Rallies? The Rally Adept feat feels like it has too much stock when you learn 2/6 from this feat and 3/6 from the actual class. But getting only one Rally is rough for anyone who wants to make a Warlord of some sort.
  • Is Rally Speed's AC boost too good?
  • Lodestar/Prodigy rework?
  • Songstress rework?
  • Rally Spectrum at a lower level?

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