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Wingrider

Class

Whether above a settlement, amongst aerie heights, or soaring high up looking down on the helms of marching soldiers, the skies are the territory of wingriders.


Level 3Unusual Flying Mount

When you choose this archetype at 3rd level, you gain the Unusual Mount feature and become the mounted guardian of a dire sparrow . You also gain proficiency in the Spirited Steed combat tradition if you are not already proficient. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from the Spirited Steed tradition. These maneuvers do not allow you to attack with your unusual mount, though you can use such maneuvers as normal on a different mount.


Wind Beneath the WingsLevel 3

Also at 3rd level, your unusual mount’s hit point maximum increases by an amount equal to twice your ranger level. When taking a short rest , you are able to spend your hit dice to heal your mount instead of yourself.


Level 7Darting Dodger

At 7th level, when your unusual mount is hit by a source that you or it can see, it can use its reaction to halve the damage from the attack. To gain this benefit, your unusual mount can’t be incapacitated . Additionally, when your unusual mount makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.


11th LevelStrong Wings

Starting at 11th level, your mount’s muscles have become exceptionally well-developed. Your unusual mount’s carrying capacity triples and it gains the ability to hover


Level 15Death From Above

At 15th level, you gain an expertise die to attack and damage rolls while riding your unusual mount in the air. Additionally, while you and your unusual mount are in the air attacks against you or your mount by creatures on the ground are made at disadvantage .