Fighter: Steelhawk

Humblefolk, lacking the natural flight and skyborne grace of the birdfolk, have long sought ways to stand as equals among their avian peers. For many, the path of the Steelhawk is a way to bridge that gap—not through wings, but through ingenuity, discipline, and sheer determination. Through rigorous training, Steelhawk fighters prove that strength is not born solely from nature, but forged through will and resourcefulness. Their gliding prowess and precision-driven combat techniques allow them to strike with the same swiftness as their feathered allies, ensuring that even the earthbound can soar in their own way.   Though the birdfolk often command the skies, the Steelhawks stand as a testament to the humblefolk’s resilience and adaptability. Whether defending the Wood from marauding brigands or standing shoulder to shoulder with birdfolk in battle, a Steelhawk is a reminder that true strength is not measured by what one is born with, but by what one builds with their own hands.  

Launch

When you choose this archetype at 3rd level, you learn to magically launch yourself with a mighty leap. While standing on a solid surface, you can use a bonus action to leap horizontally, vertically, or a combination of both, up to a combined distance that totals no more than 15 feet. For example, you can choose to leap 10 feet horizontally and 5 feet vertically, potentially allowing you to avoid a dangerous trap or barricade blocking your path. When you reach 7th level in this class, the leap’s distance can total up to 30 feet instead.   You can’t use this feature if your speed is 0, and if you leap completely horizontally, you still leap 1 foot off the ground. Leaping in this way doesn’t provoke opportunity attacks, and if you fall immediately after using this feature, you can subtract up to 30 feet from the fall when calculating falling damage.   You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest. Beginning at 7th level, you can use this feature four times between rests, and beginning at 15th level, you can use it five times between rests.   Leaping in this way can also strengthen your strikes by using the force of your momentum. If you make a melee weapon attack immediately after using Launch, you have advantage on the attack roll, and if the attack hits, the target takes an extra 1d8 damage of the weapon’s type. At 10th level, this extra damage becomes 1d10, and at 18th level, it becomes 1d12. The attack can be made immediately after you land at the end of the leap or during the leap’s movement.  

Nimble Lancer

Starting at 3rd level, you are remarkably light on your feet and capable of counterbalancing even some of the most awkward of equipment. Lances have the versatile property for you while you’re not mounted, dealing 1d8 piercing damage on a hit when held with one hand and 1d12 piercing damage when wielded with two. When you use your Launch feature and immediately hit with a melee attack using a lance, it counts as if you’re wielding it with two hands.   If you hit a creature within 5 feet of you using a lance, you can immediately move up to 5 feet away from it, without provoking an opportunity attack from the target. You must be standing and have movement remaining in order to move in this way.  

Steel Grace

Starting at 7th level, wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. In addition, whenever you make a Dexterity saving throw, you can use your Launch feature as a reaction. When you do so, you take no damage if you succeed on the saving throw, and only half damage if you fail.  

Eagle Eye

Beginning at 10th level, your attack made immediately after or during your Launch scores a critical hit on a roll of 19 or 20. If you hit a flying creature with this attack, it must also make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, its speed is reduced to 0 feet until the start of its next turn.   In addition, you gain proficiency in the Perception skill if you don’t already have it, and your proficiency bonus is doubled for any Wisdom (Perception) check you make that relies on sight.  

Predatory Instinct

Starting at 15th level, you have advantage on initiative rolls, and when you roll initiative and have no uses of Launch remaining, you regain one use.  

Improved Launch

Starting at 18th level, when you hit a creature with a melee weapon attack immediately after or during your Launch, it must also succeed on a Strength saving throw (save DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.   In addition, you can push yourself beyond your normal limits when you use your Launch feature. When you do, your leap can total a maximum of 90 feet, instead of 30, and you don’t suffer any damage from falling until you land again. Once you use this feature, you shouldn’t do so again before you finish a short or long rest. Each time you do, you suffer one level of exhaustion. You can’t use this feature in this way if you’re suffering from two or more levels of exhaustion.

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