The Skywatcher

5E Homebrew Class

by Nines

v1.17

 

 

A note from the Author

  • This is a homebrew class; with any project this big, there’s bound to be unforeseen issues. Feel free to change things if you feel they’re necessary, and let me know about them.
  • Bonded Mount is a transformation like Bladesinging or Rage; the mount itself acts as part of your player, rather than a separate entity that would have its own statblock (unless you’re using Bonded Mount while also riding on an existing mount). Flavor how it works as you want, but anything that would target a mount just hits the player instead.
  • Even with Slow Fall, a fall over 10 feet will leave a player prone. Enemies that realize this should act accordingly.
  • Remember, we’re here to have fun. Yes, you can fly up to an altitude of 300 feet and rain down arrows in a white room, but is that really the best thing you can be doing for your party? You’ve got, like, ten different things that all say “hey, maybe you should stick close to the fight,” and half of them are your teammates.

Mounted Combat Rules

From the 5e SRD: If an effect moves your mount against its will 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 of it. If you’re knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

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 - 5E Homebrew Class

by Nines, V1.17

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 her 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 to 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, such as dungeons and caves, their mobility, martial aptitude, and supportive capabilities prove invaluable.

 

 

The Skywatcher
Level Proficiency Bonus Mounted Movement Bonus Features
1st +2 +15 ft. Bonded Mount, Rallying Command, Canto
2nd +2 +15 ft. Fighting Style, Darting Blow
3rd +2 +15 ft. Born to the Sky, Skywatcher’s Bond
4th +2 +15 ft. Ability Score Improvement, Slow Fall, Martial Versatility (Optional)
5th +3 +15 ft. Extra Attack, Valkyrie
6th +3 +15 ft. Bond Feature
7th +3 +15 ft. Evasion
8th +3 +15 ft. Ability Score Improvement, Martial Versatility (Optional)
9th +4 +30 ft. Improved Bond
10th +4 +30 ft. Bond Feature, Additional Rallying Command
11th +4 +30 ft. Rally Spectrum
12th +4 +30 ft. Ability Score Improvement, Martial Versatility (Optional)
13th +5 +45 ft. Triangle Attack, Whitewing Initiative
14th +5 +45 ft. Bond Feature
15th +5 +45 ft. Galeforce
16th +5 +45 ft. Ability Score Improvement, Martial Versatility (Optional)
17th +6 +45 ft. Additional Rallying Command
18th +6 +45 ft. Perfected Triangle Attack
19th +6 +45 ft. Ability Score Improvement, Martial Versatility (Optional)
20th +6 +45 ft. 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. Make Strength or Dexterity your highest ability score depending on your choice of weapon, followed by Charisma. 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, tridents, whips
  • Tools: Choose one type of artisan’s tool or one musical instrument

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

 

 


Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a rapier or (b) two shortswords or (c) a simple weapon and a shield
  • (a) a diplomat’s pack or (b) an explorer’s pack
  • four javelins
  • a loyal steed to which you have bonded, a riding saddle, a bit and bridle, and 10 days worth of rations for your steed

Bonded Mount

1st-level Skywatcher feature


Your fervent desire to reach for the sky has forged a bond with the sky itself, which can be manifested in the form of a mount.

Creation of the Bonded Mount

By performing a special ritual, you can grant the power of the skies to a willing creature that you can ride as a mount, designating it as your Bonded Mount. You perform the ritual over the course of 8 hours, which can be done during a long rest. During this ritual, you must remain within reach of the creature which you wish to designate as your Bonded Mount.

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 when summoned.

Summoning your Bonded Mount

As a bonus action on your turn, you can summon the spirit form of your Bonded Mount and mount it without expending any movement. While mounted on your Bonded Mount, you gain the following benefits:

  • Your movement speed increases by 15 feet. This bonus increases when you reach certain Skywatcher levels, as shown in the Skywatcher table.
  • 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 special properties.
  • You count as occupying any space that your Bonded Mount would occupy. Attacks and effects directed towards it target you instead.

The Bonded Mount resonates with your soul, acting as an extension of yourself akin to a Barbarian’s Rage or a Bladesinger’s Bladesong rather than an independent being; as such, attempts to attack it, affect it with a spell, or similar effects instead affect yourself.

Channeling your Bonded Mount

If you summon your Bonded Mount while already mounted, your mount also receives these benefits, as it channels your Bonded Mount’s spirit. The mount need not be the creature to which you are bonded; other creatures, constructs, and even vehicles can receive your Bonded Mount’s blessing, so long as they are willing. Only one creature can channel your Bonded Mount’s spirit at a time.

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 or a creature channeling its power. When your Bonded Mount is dismissed, its power also leaves any creature channeling its spirit.

Skywatcher Save DC

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

 

 

Rally

1st-level Skywatcher feature


You learn three of the following Rallying Commands, which grant tactical benefits to nearby allies. You gain another one at 10th and 17th level. Once on each of your turns, when you take the Attack action, you can forgo one of your attacks to use one of your known Rallying Commands. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and 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: You embolden each creature of your choice within 30 feet of yourself to strike with force. Until the start of your next turn, chosen creatures add 2d6 to their next damage roll. This extra damage increases when you reach certain levels in this class: to 2d8 at 5th level, 2d10 at 11th level, and 2d12 at 17th level.

  • Rally Defense: You bolster the vitality of creatures around yourself. Each creature you choose within 30 feet of you gains 2d6 temporary hit points. These temporary hit points last until the start of your next turn. The temporary hit points granted increases when you reach certain levels in this class: to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.

  • 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. Creatures that fail this save subtract 1d4 from the next saving throw they make before 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 any check they make that doesn’t already add their proficiency bonus until the start of your next turn.

  • Rally Magic: You magically empower each creature you choose within 30 feet of you. Until the start of your next turn, the first time each of 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.

  • Rally Movement: Each creature of your choice 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 opportunity attacks.

  • Rally Resistance: You fortify the resilience of each creature you choose within 30 feet of you. Until the start of your next turn, whenever an affected creature makes a saving throw, it gains a bonus equal to your proficiency bonus.

  • Rally Skill: You empower each creature of your choice within 30 feet of yourself to strike with great accuracy. Until the start of your next turn, attacks made by each of those creatures has advantage.

  • Rally Speed: You enhance the reflexes of each creature you choose within 30 feet of yourself. Until the start of your next turn, the first weapon attack made against each of those creatures has disadvantage.

 

 

Canto

1st-level Skywatcher feature


While you are mounted on your Bonded Mount, you can expend 15 feet of your own movement to allow a willing creature of equal or lesser size to mount or dismount your Bonded Mount alongside yourself. Only one creature in addition to yourself can ride your Bonded Mount at a time.

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. 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.

  • 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.

  • 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.

  • Rallying Technique. You learn one additional Rallying Command. In addition, you gain two additional uses of the Rally feature, which are added to any uses you have from another source but can be used only on Rallying Commands. You regain all expended uses when you finish a long rest.

  • 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.

Born to the Sky

3rd-level Skywatcher feature


Starting at 3rd level, your mastery over the sky becomes ingrained into your reflexes. 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 you are mounted on your Bonded Mount, you gain a flying speed equal to your walking speed. However, if you are airborne at the end of your turn, you fall to the ground safely, unless you are suspended by some other source.

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.

 

 

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 each Skywatcher must become intimately familiar with. 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.

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.

Valkyrie

5th-level 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.

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.

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.

Rally Spectrum

11th-level Skywatcher feature

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

Triangle Attack

13th-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 melee weapon attack while an allied creature is within 5 feet of your target, you can treat that hit as a critical hit.

Whitewing Initiative

13th-level Skywatcher feature

The bond between rider and mount becomes deeper, leaving the two souls indistinguishable from each other. Creatures of your choice within 10 feet of yourself gain a bonus to initiative equal to your Charisma modifier (minimum of +1). In addition, your movement speed is increased by an additional 15 feet while you are mounted on your Bonded Mount.

Galeforce

15th-level Skywatcher feature

Your skills allow you 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 one additional weapon attack as part of the same action.

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.

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.

Combat Readiness

20th-level Skywatcher feature

You are prepared for whatever the battlefield will bring. When you roll for initiative, you can use one of your Rallying Commands without expending a use of Rallying Command.

 

 

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.

 

 

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.

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

Spellcasting

3rd-level Dark Flier feature

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

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

Bonus Proficiencies

3rd-level Dark Flier feature

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

Shaped Soul

3rd-level Dark Flier feature

When you accept this bond at 3rd level, you learn the disguise self spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn’t count against your number of spells known.

When you cast disguise self, you can target your Bonded Mount instead of yourself. When you do so, you can wrap its disguised form around a willing creature within range as part of the same 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.

While using your Shaped Soul, as an action, you can see through your Bonded Mount’s eyes and hear through its ears. 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 (no action required).


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, you learn a new Rallying Command.

Rally Silence: You scatter a muffling mass of down, magically silencing 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.

Warding Blow

10th-level Dark Flier feature

You learn how to empower your own magical resilience. When you use your Darting Blow feature, 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

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 take this action, 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.

 

 

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 as part of the same action.

In addition, you learn an additional Rallying Command.

Rally Fear: Your Bonded Mount lets out a terrifying roar, forcing each creature you choose within 30 feet of you that can hear you to make a Wisdom saving throw. Creatures that fail this save become 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 unleash your Bonded Mount’s fiery breath 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 for each damage die. For example, instead of dealing 2d6 damage to a creature, you deal 12 damage. In addition, you have advantage on initiative checks.

 

 

Dragoon

Pierce the Heavens!

“The measure of a lancer’s worth is truly quite simple: how swiftly and decisively he can pierce the enemy’s defenses.”

– Ywain Deepwell, master of the Lancers’ Guild

Dragoons strike from on high, leveraging gravity to strike foes down with leaping attacks.

Based on the class from the Final Fantasy series.

Mirage Dive

When you take this subclass at 3rd level, you can execute a Mirage Dive when you take the Attack action and are mounted on your Bonded Mount. You briefly dismiss your mount, falling up to 500 feet. During this fall, enemies cannot make attacks of opportunity against you, and you can make one weapon attack. On a hit, your attack deals 1d6 additional damage for every 10 feet you fell, up to a maximum of 2d6 additional damage. This maximum increases as you gain levels in this class, to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.

Hit or miss, you can then resummon and mount your Bonded Mount as part of the same action. If you can make more than one attack with the Attack action, this action replaces one of them.

You cannot perform the Mirage Dive if your speed is 0.

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Sky High

At 6th level, you learn to leap with unparalleled speed. As a bonus action, you can jump 100 feet into the sky, summoning and mounting your Bonded Mount as part of the same action.

If you are prone, grappled, restrained, or grappling another creature, these conditions end directly before you take this bonus action. If there is a solid barrier between you and the point where you would jump, you take 1d6 bludgeoning damage for every 10 feet that you failed to move, and instead jump to the height of the barrier.

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.

In addition, you learn a new Rallying Command.

Rally Focus: You grant enhanced focus to each creature of your choice within 30 feet of yourself. Until the start of your next turn, whenever an affected creature has advantage on an attack roll, it can reroll one of the dice once.

Invincible Highwind

Your aerial prowess provides a significant defensive advantage. At 10th level, when an attacker that is 30 or more feet below you hits you with an attack, you can use your reaction to halve the attack’s damage against you. You cannot use this reaction if you cannot see the attacker.

Stardiver

At 14th level, your diving attacks strike with such force that even those around your target are not safe. When you hit a creature using a Mirage Dive, you can deal the additional damage to another creature within 5 feet of your target.

 

 

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 use a Rallying Command, you no longer forego an attack to do so.

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 45 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 defensive, offensive, and supportive 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 against the same creature as a reaction.

 

 

The Headhunter - Skywatcher Subclass

by Nines, V1.0

Hollow Slumbers

It is not for nothing that the dullahan haunts the bloodstained fields of battle. For the injustices of war, for the foreshadowing of doom, for the denial of a rightful place, the dark horseman rides out in search of retribution. To some, however, the revenant offers a covenant - to take from others as others have taken from them.

Deathless Nature

When you choose this subclass at 3rd level, you can take on the appearance of an undead as an action. When you do so, you appear undead to effects that would detect your creature type, such as the hallow spell or a paladin’s Divine Sense. While you you do so, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. This effect lasts until you are incapacitated or you end it again as an action.

Fell Omen

Also at 3rd level, you gain te ability to call doom upon your enemies. As a bonus action, you can mark a creature within 30 feet for 1 minute. You can take this action as part of the same action used to summon your Bonded Mount. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

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.

Harbinger’s Wrath

At 6th level, when you take damage from a creature within 30 feet, you can focus your gaze upon it, forcing it to make a Wisdom saving throw against your Skywatcher save DC. On a failed save, the attacker is frightened of you until the start of its next turn.

Once you use this feature, you cannot use it again until you finish a short or long rest.

In addition, you learn the following Rallying Command:

Rally Night. You create a field of magical darkness around yourself, illuminated only by a light that emanates from your head. Creatures of your choice within 30 feet of yourself must make a Wisdom saving throw or be blinded until the start of your next turn.

Relentless Retribution

Even the gravest injuries cannot halt your advance. At 10th level, when a creature within your reach would score a critical hit against you, you can use your reaction to make an attack against it. If this attack hits, it counts as a critical hit.

Reaper’s Hand

At 14th level, your vicious attacks place mortal fear into the hearts of those who would oppose you. When you score a critical hit against a creature, creatures of your choice within 30 feet are frightened of you until the start of your next turn.

 

 

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, skillful techniques, and hardened resolve make these warriors formidable foes.

Bonus Proficiencies

3rd-level Kinshi Knight feature

As a Kinshi Knight, your offensive capabilities are honed with intense training. You gain proficiency in all martial weapons.

Aerial Maneuvers

3rd-level Kinshi Knight feature

In addition, you learn a variety of Aerial Maneuvers, specialized techniques to enhance your combat prowess. You learn two Aerial Maneuvers, and you learn an additional one at 6th, 10th, and 14th level. Each time you learn a new Aerial Maneuver, you can also replace one maneuver you know with a different one.

When you hit a creature with a weapon attack while mounted on your Bonded Mount, you can expend one use of your Rallying Command to deal 2d6 additional damage and perform one of the following Aerial Maneuvers. If an Aerial Maneuver requires the target to make a saving throw, use your Skywatcher save DC. You can only use one Aerial Maneuver per turn.

Beastbane

You attempt to awaken the primal fear of mortality within your target, forcing it to make a Wisdom saving throw. On a failed save, it is frightened of you until the start of your next turn. If the target is a beast, it makes the saving throw with disadvantage.

Knightkneeler

You attempt to sweep the target off balance with carefully-placed force, forcing it to make a Dexterity saving throw if the target is Large or smaller. On a failed save, the target is knocked prone. If the target is wearing heavy or medium armor made of metal, it makes the saving throw with disadvantage.

Luna

You invoke the power of the moon to expose the target’s weaknesses, forcing it to make a Dexterity saving throw. On a failed save, every attack made against the target until the start of your next turn has advantage. Shapechangers make the saving throw with disadvantage.

Sol

You invoke the power of the sun to burn away the target’s vitality, forcing it to make a Constitution saving throw. On a failed save, you regain Hit Points equal to half the damage dealt. Undead creatures make the saving throw with disadvantage.

Winggrounder

You attempt to immobilize the target, forcing it to make a Constitution saving throw. On a failed save, the target’s speed is reduced to 0 until the start of your next turn. If the target has a flying speed, it makes the saving throw with disadvantage.

Wyrmbane

You attempt to infuriate the target, forcing it to make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. If the target is a dragon, 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 Blitz: You dizzy the senses of your enemies with great speed, forcing creatures of your choice within 30 feet of you to make a Wisdom saving throw. Creatures that fail this save have their movement speed decreased by half and cannot take reactions until the start of your next turn.

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 Aerial Maneuver.

Flashing Blade

14th-level Kinshi Knight feature

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

 

 

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 and deter 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 gain a number of temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.

Warding Light

3rd-level Seraph Knight feature

Your hands are imbued with healing energy, empowering your allies. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + half your Skywatcher level (rounded down).

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 creature within 30 feet of you to an unoccupied location within 5 feet of yourself as an action. As part of this action, you can also allow the creature to mount your Bonded Mount as per your Canto feature. If the creature is unwilling, it must succeed on a Charisma saving throw to resist being teleported.

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.

In addition, you learn a new Rallying Command.

Rally Life: Each creature you choose within 30 feet of you is prepared to be magically fortified. Until the start of your next turn, each creature regains the maximum number of hit points possible from any healing.

Wings of Mercy

10th-level Seraph Knight feature

You can teleport a creature within 5 feet of yourself to an unoccupied location you can see within 30 feet as an action. If the creature is unwilling, it must succeed on a Charisma saving throw to resist being teleported.

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 before swooping in to attack.

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 used a Rallying Command as part of your action last turn, you can repeat the effects of one Rally as a bonus action without expending an additional use of Rallying Command.

Dazzling Blow

3rd-level Songstress feature

When you hit a creature with an attack during your turn, you can awe it with your performance. It can’t take reactions until the start of your next turn.

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: You give a charming smile, forcing creatures of your choice that can see you within 30 feet of yourself to make a Wisdom saving throw. Creatures that fail this save are charmed until the start of your next turn, or until you or your companions do anything harmful to it. 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 or take 1d6 thunder damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

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: The power of the storm surges around you, lashing out at your enemies. Creatures you choose within 30 feet of you take 1d4 lightning damage for every 5 feet they move until the start of your next turn.

Lightningrod

10th-level Stormchaser feature

You gain resistance to lightning damage. In addition, if a creature 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 leads you to bond with 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 on 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 gains the appearance of a swarm of tiny flying creatures, collectively taking 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. If you are forced to dismount your bonded mount while you occupy the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

In addition, you learn a new Rallying Command.

Rally Horde: Your swarm briefly swells around you to protect allies within 30 feet of yourself. Until the start of your next turn, chosen creatures deal 3d4 slashing damage to the attacker whenever a melee attack is made against them. This damage increases to 4d4 at 11th level and 5d4 at 17th level.

Fellow Flier

10th-level Swarm Knight feature

As a bonus action, you can command your swarm to uplift a a willing creature within 30 feet of you, 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.

 

 

“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. Once on each of your turns, when you take the Attack action, you can forgo one of your attacks to use one of your known Rallying Commands.

You must finish a long rest before you can use a Rallying Command again using this feat. These uses are added to any existing Rally uses you have, but can only be used on Rallying Commands.

If a Rallying Command you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.

  • Rally Attack: You embolden each creature of your choice within 30 feet of yourself to strike with force. Until the start of your next turn, chosen creatures deal 2d6 additional damage on their first successful attack. If you have 5 or more levels in the Skywatcher class, use the Skywatcher class’s version of this Rally instead.

  • Rally Defense: You bolster the vitality of creatures around yourself. Each creature you choose within 30 feet of you gains 2d6 temporary hit points. These temporary hit points last until the start of your next turn. If you have 5 or more levels in the Skywatcher class, use the Skywatcher class’s version of this Rally instead.

  • 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. Creatures that fail this save subtract 1d4 from the next saving throw they make before 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 any check that doesn’t already add their proficiency bonus until the start of your next turn.

  • Rally Magic: You magically empower each creature you choose within 30 feet of you. Until the start of your next turn, the first time each of 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.

  • Rally Movement: Each creature of your choice 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 opportunity attacks.

  • Rally Resistance: You fortify the resilience of each creature you choose within 30 feet of yourself. Until the start of your next turn, whenever an affected creature makes a saving throw, it gains a bonus equal to your proficiency bonus.

  • Rally Speed: You enhance the reflexes of each creature you choose within 30 feet of yourself. Until the start of your next turn, the first attack made against each of those creatures has disadvantage.

  • Rally Skill: You empower each creature of your choice within 30 feet of yourself to strike with great accuracy. Until the start of your next turn, attacks made by each of those creatures has advantage.

Variant and Optional Features

DMs may with to grant players one or more of these features in order to increase or decrease a Skywatcher’s capabilities.

Alternative Starting Equipment

Variant Skywatcher feature, replaces starting equipment


When you create a Skywatcher, you receive equipment based on a combination of those available to Skywatchers (as detailed at the beginning of this class description) and your background. Alternatively, you can start with a number of gold pieces, shown below, and spend them on items from the lists in Chapter 5 of the Player’s Handbook.

Starting Wealth for Skywatcher
Funds
5d4 x 10 gp

Clear Vision (Optional)

1st level optional 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.

Sky’s Blessing (Optional)

1st-level optional Skywatcher feature


You gain proficiency in Lances.


Not recommended for people who care about balance numbers.

 

 

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.

Diligence (Optional)

6th-level optional 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.

Wandering Heart: You are acclimated to extreme heat, cold, and altitude.

Multiclassing

You must meet the following prerequisites to qualify for multiclassing into or out of this class.

Prerequisites
Ability Score Minimum
Charisma 13 or higher, Dexterity 13 or higher

When you multiclass into Skywatcher, you gain only some of the class’s starting proficiences as shown below.

Proficiencies Gained
Light armor, medium armor, shields, simple weapons

Magic Items for Skywatchers

Of official items, Skywatchers tend to have slim pickings. While any martial can make use of a weapon, a homebrew class will naturally lack items that hook into their class’s mechanics. The Horseshoes of Speed and Saddle of the Cavalier would work comfortably (though a DM might want to consider rating the Horseshoes a tier higher or making them require attunement, as they’re not designed with consideration to an immortal mount that can be summoned anywhere).

Aside from those, though, there aren’t too many magic items designed specifically for mounted characters, and fewer that synergize with a Skywatcher’s kit - Horseshoes of a Zephyr, for instance, are almost entirely useless to them.

A physical mount itself could be used as a similar reward to a magic item, but if a player has already gotten attached to the characterization of their Bonded Mount, a new mount might feel intrusive on that relationship. Consider instead having the Bonded Mount develop new abilities with the help of a magic item.

If official items are insufficient, additional ones can be found here.

 

 

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 such a low level 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.
  • This class is intended to be 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.
  • 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 (Fire Emblem’s) pegasus knights were notorious for not having the constitution for big weapons.”
  • 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?

Changelog V1.04

  • 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 V1.05

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 V1.06

  • “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 V1.07

  • 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 V1.08

  • Reformatted to help with visibility on mobile devices.
  • Swapped Insight for Persuasion on class proficiencies. More charisma skills on a charisma class makes sense, and 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 V1.09

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 option on Warding Light removed.
  • 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

Changelog V1.10

Woo! 10 full versions!

  • changed starting equipment to scale mail instead of hide, in line with Ranger
  • Darting Blow moved to 1st level, now works better while mounted.
  • Rally Spectrum moved to 6th level. I know this seems like a huge jump (from 17th formerly), but you just got Extra Attack; the opportunity cost of using a Rally over just attacking is doubled. Makes sense that Rally would also double, right?
  • Swiftwings removed. Sorry, Amelia. On the bright side, Bonded Mount increases your speed more.
  • As per FEH tradition, we’ve sacrificed some subclasses to improve others. Merged Kinshi Knight and Lodestar and Prodigy. Kinshi gets Rally Blitz, which disables reactions. Merged Dark Flier and Kintoun Knight. Dark Flier gets Rally Silence. Songstress gets Dazzling Blow.
  • Slightly buffed Falco Knight’s level 3 - now adds Cha to damage, lowering opportunity cost
  • Rally Magic, Heart, and Skill are now generic Rallies. This also acts as a versatility buff to Rallying Command and the related feat.
  • Reworked Rally Speed. +2 AC kinda felt weird. So now it’s just disadv on the next attack.
  • Renamed Seraph Knight’s Rally Heart to Rally Life. Accidentally made two Rallies with the same name.
  • Renamed Seraph Knight’s Warp to Wings of Mercy.
  • Rally Attack changed to the previous effect of Stormchaser’s Rally Storm, with less lightning. Rally Storm changed to an Armor of Agathys-like effect.
  • Swapped Rally Storm and Rally Swarm. Better synergy that way.
  • Added a clause to handle what happens if you use Shifting Swarm and then get dismounted, like Etherealness.

Changelog V1.11

  • relabelled previous versions
  • rearranged 1st/2nd levels. Rally is now at 1st, Darting Blow at 2nd.
  • Added Valkyrie and “You fall at the end of your turn between 3rd and 5th levels.”
  • Removed flight time limit
  • Canto changed to actually letting an ally mount your Bonded Mount instead of just grappling them
  • Reworded some features - Rally Spectrum, Bonded Mount explicitly lets you mount it
  • Changed Kinshi’s Rally Blitz. Now requires a save, but also halves speed.
  • Added additional Aerial Maneuvers to Kinshi Knight.
  • Stormchaser’s Rally Storm no longers slows affected creatures, since it overlapped with Rally Blitz
  • Reworded some features that referred to previous versions of features that no longer exist
  • Triangle Attack now only works with melee attacks
  • Rearranged and compressed some pages. Sorry mobile users! I’ll make sure to get a PDF up soon!

Changelog 1.12

  • Imported to Homebrewery, necessitating a complete reformatting.
  • Added Mounted Movement Bonus to Skywatcher Class Table.
  • Added a note to address some common misunderstandings.

 

 

Changelog 1.13

  • Rallies updated to replace one attack when you Attack. Makes the combat-focused ones significantly less wasteful, and allows you to use bonus actions that have a trigger of “when you Attack,” like Death Blow and Armored Blow.
  • Gave Rally Attack dice size scaling to keep up with an increasing attack mod. Still not sure if it’s worth taking/using.
  • Gave Rally Defense cantrip scaling. This is actually less than 1d8 x PB as it as before, but it doesn’t make sense that a monoclass and multiclass-dip Skywatcher are both just as good at Rallying. Not sure what to do with the Rally Adept feat’s version then though.
  • Rally Luck changed to +1d4. Borrowed Knowledge and Skill Empowerment make me feel like +prof to any check that you have time for is too good. Not sure if Rally Resistance should also be changed for the same reason.
  • Falco Knight’s Quickened Rally now just doesn’t cost an attack, instead of “you forego an attack to rally and then you get an extra attack anyways”

Changelog 1.14

  • Rallies buffed further? Compare to Battlemaster Maneuvers. Their effects are ~4x as strong but cost your whole action/an attack instead of being nearly actionless.
  • Rally Attack buffed to 2 dice, now works with spell attacks to be more caster friendly. Makes it easier to balance around not having a party of 4 martials. Reliably 6d6 damage for sacrificing 1d8+mod, that’s roughly 4 dice worth of extra damage if everyone hits at least once. Which is four Maneuvers worth… right?
  • Rally Defense decreased from d8s to d6s. It’s still basically Twilight Cleric’s CD…. except it takes your action every turn instead of just one… and also doesn’t scale nearly as well… and lasts way less long… But you get flight way earlier.
  • still feels kinda weird that they’ll leave you doing basically nothing else for that turn until level 5 though.
  • 1-attack Rallies made Draco Knight’s “You can use Death Blow when you Rally” redundant. So I made that usable twice; once as part of the same action, and once as the actual BA. Might be slightly overboard?
  • Removed Arcane Warrior from list of Fighting Styles. Non/Thirdcasters (Fighter/Eldritch Knight) don’t get cantrip fighting styles, and it’s more appropriate for an actual arcane gish like some sort of Sword Mage.
  • Removed Archery from list of Fighting Styles. We’re not here to be cowards sniping from 600 feet in the sky.
  • Removed Great Weapon Fighting from the list of Fighting Styles.
  • Added Rallying Technique. Basically Superior Technique but with Rally.
  • Added scaling to Stormchaser’s teleport and Swarm Knight’s Rally Swarm.
  • Rally Luck and Resistance reverted to PB because symmetry. Luck has a clause of not stacking with prof though.
  • Rally Spectrum now also works with Dark Flier’s thing (No longer specifically calls out the Attack action)
  • Rally tweaks round 2: Rally Skill, Luck and Resistance last for a full turn instead of just the first check. Rally Speed now applies to non-weapon attacks. Rally Magic only applies to one spell per round (Only really an issue for like. Hellish Rebuke? Counterspell? Action Surge? But.)
  • Rallying Command feature renamed to Rally, to minimize confusion between the feature and the options.
  • Poked at Seraph Knight’s action economy a little. Armored Blow no longer takes a BA, Warding Light adjusted to a d6, Rally Life reworded to Aura of Hope’s wording.
  • Wording fixes

Changelog 1.15

  • Rally Attack now works on any damage roll, not just weapon attacks.
  • Canto adjusted to spend a flat 15 feet of movement to allow a willing creature to mount/dismount your Bonded Mount, rather than half the target’s speed. Having a Monk spend more speed than a fully armored Paladin would be weird. Considering adjusting that amount (maybe to 5 feet?), but 15 feet makes it still feel like a meaningful loss of speed while still being able to get allies out of (or into) a pinch.
  • Also gave Canto a size limit because being able to ferry around a friendly giant would be ridiculous.
  • Added Dragoon subclass.
  • Added optional rules regarding the creation of the bond between mount and rider.

Changelog 1.16

  • Added horse food to starting equipment
  • Bonded Mount rules formalized and made non-optional
  • Dark Flier’s Shaped Soul requires the target to be within range.

 

 

Changelog 1.17

  • Changed Born to the Sky’s flight from 30 feet to equal to your walking speed. Mostly to clarify that it stacks with the mount’s movement speed buff/
  • Moved Rally Spectrum from 6th to 11th level. 6th level is already loaded with multiple subclass abilities, and doubling your at-will DPS and then also doubling the value you get from sacrificing one of your attacks is an incredible power spike.
  • added a “within range” clause to Kinshi Knight’s capstone
  • Changed Combat Readiness from “As an action, you can regain all expended uses of your Rallying Command feature” to “You can use a Rallying Command without expending a use when initiative is rolled.” A more interesting capstone that gives a similar amount of extra resources, but further emphasizes your supportive capabilities.
  • Changed Dragoon’s “Sky High” feature to end your own grapples, explicitly before taking the action, so that you can’t just instantly subject enemies to 100 feet of falling damage.
  • Added Headhunter subclass.
  • Nerfed starting horse food. You only start with 10 days worth of rations for yourself in D&D, you don’t need a full marching army’s worth of feed.

 

 

To-Do List

  • Renumber the page credit for all pictures.

Special Shoutout Box!

  • Fire Emblem is owned by Intelligent Systems, without which the idea for this class would not exist

  • Discord of Many Things’s Hummingbird for the inspiration to create this class

  • DOMT’s Just Matthew, SamuraiFlip, AlasBabylon, CaelReader, SnowWolf, C_Maistro, and Kcazthemighty for help with balancing

  • DM Round Table’s Karrius for help with wording

  • r/UnearthedArcana for feedback and suggestions

  • MaxSoulBoyz, Gatetoglimmer, and Onitekka for playtesting and feedback

  • All of the talented artists who gave permission for me to use their artwork

  • Aeron, my DM, for letting me stress test this class in their campaign

All of y’all are awesome and this couldn’t have been possible without you.

Image Credits