Aspect Codex

Flight

Flight is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

FlightNon-spellcastingChargesAcrobatics

What This Aspect Does

Flight defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ReactionAt-Will

Feather Step

When you fall, reduce falling damage by 1d6 + your DEX modifier and land on your feet if you take no damage from the fall.

Tier 0Bonus ActionAt-Will

Wingbeat Leap

Your jump distance increases by 10 ft. until the end of your turn. If you jump during this movement, you may glide 10 ft. horizontally before landing.

Tier 1ReactionAt-Will

Glide

When you fall, you descend up to 60 ft. per round and may move horizontally 5 ft. for every 10 ft. descended. You take no falling damage while this effect controls your descent.

Tier 1Bonus ActionAt-Will

Lift-Off

Gain a flying speed of 20 ft. until the end of your turn. You fall if you end this movement in the air without another effect keeping you aloft.

Tier 1PassiveConstant

Aerial Awareness

You have advantage on Perception checks made while airborne, and opportunity attacks against you have disadvantage during movement caused by a Flight power.

Tier 1ActionAt-Will

Air Kick

Make one unarmed strike or melee weapon attack. If you moved at least 10 ft. before the attack, it deals extra bludgeoning damage equal to your DEX modifier on a hit.

Tier 2Bonus ActionAt-Will

Hover

You hover up to 5 ft. above the ground and ignore nonmagical difficult terrain. If you are knocked prone or incapacitated, the effect ends.

Tier 2Bonus ActionAt-Will

Gust Dash

Move up to half your speed in a straight line without provoking opportunity attacks. If you are airborne, you may move vertically during this movement.

Tier 2ReactionAt-Will

Air Brake

When you or a creature you can see within range falls or is moved against its will, reduce the distance moved by up to 30 ft. and reduce any falling damage by 2d8 + your DEX modifier.

Tier 2ReactionAt-Will

Wing Guard

When a creature you can see within range is hit by a ranged attack, impose a penalty equal to your DEX modifier on the triggering attack roll, potentially causing it to miss.

Tier 3Bonus ActionAt-Will

Sustained Flight

Gain a flying speed equal to your walking speed. You cannot hover with this speed unless another power allows it.

Tier 3ActionAt-Will

Diving Strike

Move at least 20 ft. downward or horizontally, then make one melee attack. On a hit, the attack deals an extra 4d8 bludgeoning damage, and the target must make a STR save or fall prone.

Tier 3ActionAt-Will

Updraft Carry

Touch one willing creature. The target gains a flying speed of 30 ft. for the duration. It falls if it ends its turn in the air and did not move at least 10 ft. that turn.

Tier 3ReactionAt-Will

Evasive Climb

When a creature misses you with an attack, move up to 15 ft. vertically or horizontally without provoking opportunity attacks.

Tier 4Bonus ActionAt-Will

Aerial Maneuver

While airborne, you gain +2 AC against ranged attacks, and your flying movement does not provoke opportunity attacks from creatures without a flying speed.

Tier 4ReactionAt-Will

Skyhook

When a creature you can see within range falls, is pushed, or is pulled, move it up to 30 ft. to an unoccupied space you can see. An unwilling creature must make a DEX save to resist the movement.

Tier 4ActionAt-Will

Wind Wake

Fly or move in a 30-ft. line. Creatures of your choice in the line must make a STR save, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is pushed 10 ft. away from the line.

Tier 4ActionAt-Will

Plummeting Blow

Make one melee attack after descending at least 20 ft. On a hit, the target takes an extra 6d8 bludgeoning damage. You take no falling damage from the descent used for this attack.

Tier 5Bonus ActionAt-Will

Greater Flight

Gain a flying speed of 60 ft. You can hover, and you do not fall at the end of a turn while conscious.

Tier 5ReactionAt-Will

Air Rescue

When a creature you can see within range falls, is hit by an attack, or fails a DEX save, fly up to 60 ft. to an unoccupied space adjacent to it. Reduce the triggering damage by 4d8 + your DEX modifier.

Tier 5ActionAt-Will

Cyclone Ascent

Rise up to 60 ft. without provoking opportunity attacks. Creatures of your choice in the emanation must make a STR save, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is pushed 10 ft. away from you.

Tier 5ActionAt-Will

Strafing Run

Fly up to your flying speed. During this movement, make one weapon attack or unarmed strike against up to two creatures you pass within reach. Each target can be attacked only once.

Tier 6PassiveConstant

Winged Endurance

You have a flying speed equal to your walking speed and can hover. While airborne, you have advantage on DEX saving throws and Acrobatics checks.

Tier 6Bonus ActionAt-Will

Supersonic Dash

Move up to twice your flying speed in a straight line. This movement does not provoke opportunity attacks. The first creature you pass within 5 ft. of takes thunder damage equal to your DEX modifier.

Tier 6ReactionAt-Will

Sky Shield

When you or an airborne creature you can see within range takes damage, reduce the damage by 6d8 + your DEX modifier. The protected creature may move 10 ft. without provoking opportunity attacks.

Tier 6PassiveConstant

Aerial Superiority

While airborne, you have advantage on attack rolls against creatures that are not airborne. Once per turn when you hit such a creature, add your DEX modifier to the damage roll.

Tier 7PassiveConstant

Open Sky Dominion

Your flying speed increases by 20 ft. You ignore nonmagical wind, weather, and difficult terrain while airborne.

Tier 7ActionAt-Will

Gale Charge

Fly in a 90-ft. line. Creatures in the line must make a DEX save, taking 44 (8d10) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone.

Tier 7ActionAt-Will

Mass Flight

Choose up to six willing creatures within range. Each target gains a flying speed of 60 ft. and can hover for the duration.

Tier 7ReactionAt-Will

Gravity Defiance

When a creature you can see within range would fall, be knocked prone, or be restrained by gravity, wind, or forced movement, negate that effect. The creature may fly up to 30 ft. without provoking opportunity attacks.

Tier 8Bonus ActionAt-Will

Stormwing Avatar

Gain a flying speed of 90 ft., resistance to lightning and thunder damage, and advantage on DEX saves. Once per turn when you move at least 30 ft. while airborne, one creature you pass within 5 ft. of takes thunder damage equal to your DEX modifier.

Tier 8ActionAt-Will

Skyfall Cataclysm

Choose a point within range. Creatures of your choice in a 40-ft. radius centered on that point must make a DEX save, taking 55 (10d10) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone.

Tier 8PassiveConstant

Perfect Hover

You cannot fall while conscious unless you choose to. You can hover even while restrained, grappled, or knocked prone, though those conditions still otherwise apply.

Tier 8ActionAt-Will

Aerial Command

Allies of your choice in the emanation gain a flying speed of 40 ft. and have advantage on DEX saving throws while airborne.

Tier 9PassiveConstant

Sovereign Flight

You gain a flying speed of 90 ft., can hover, and cannot be knocked prone while airborne unless incapacitated.

Tier 9ActionAt-Will

Meteor Dive

Descend at least 60 ft. and strike the ground or one creature. Creatures of your choice within 30 ft. of the impact must make a DEX save, taking 66 (12d10) bludgeoning damage on a failed save, or half as much on a success. You take no falling damage from this descent.

Tier 9ReactionAt-Will

Firmament Ward

When a creature you can see within range takes damage, fails a DEX save, or is moved against its will, reduce the damage to 0 or turn the failed save into a success. The creature may then fly up to 60 ft. without provoking opportunity attacks.

Tier 9Action1/Long Rest

Sky Legion

Choose up to twelve willing creatures within range. Each target gains a flying speed of 90 ft., can hover, and has advantage on DEX saving throws while airborne.

Tier 10Bonus ActionAt-Will

Ascendant Wings

For the duration, your flying speed becomes 120 ft., you can hover, you have advantage on DEX saves and attack rolls while airborne, and opportunity attacks against you automatically miss unless the attacker can fly.

Tier 10ActionAt-Will

Absolute Sky

You control aerial movement in the emanation. Allies of your choice gain a flying speed of 90 ft. and can hover. Hostile creatures must make a STR save when they start their turn airborne in the area or have their flying speed reduced to 0 until the start of their next turn.

Tier 10ActionAt-Will

Heavenfall Cataclysm

Choose a point in the air or on the ground within range. Creatures of your choice in a 60-ft. radius centered on that point must make a DEX save, taking 88 (16d10) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone and pushed 30 ft. away from the center.

Tier 10Action1/Long Rest

Unbound Horizon

Choose up to twenty willing creatures within range. Each target gains a flying speed of 90 ft., can hover, ignores nonmagical weather, and takes no falling damage for the duration.

Characters With This Aspect