Courses / AR / Wingmen

Wingmen

Code:
AR 423B
Prerequisites:
Qualifies For:
Level:
4
Study DC:
12

Passive

Your little buddies can fly.

Being immobilized (including by being grabbed by a large enough creature, restrained, stunned, or incapacitated) or knocked prone will cause them to begin falling.
Being knocked prone while flying makes them lose their move on their next turn, or any remaining movement if they are knocked prone on their own turn.

Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area or other mitigating factors may reduce this damage.

Tags: Passive, Summon, Utility, Mobility, Wind

“By the end of this class it vill be very clear vhether you passed with … vlying colors or not.” - Eazam Kaluvida


Upgrades
Name Effort Requires Description
Lift Off 5 Your buddies have advantage on tests of skill to jump.
Glide 10 Lift Off Your buddies can glide at their full speed.
They cannot go higher by gliding.
Flight 20 Glide Your buddies can fly at their full speed.
Your buddies are concealed from tremorsense.
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