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Morrigan's Wings: Combat Actions

This document provides explanation and rules for Morrigan's wings. Normally, Winged Tiefling rules simply allow for hovering and unrestricted flight movement up to the Tiefling's normal movement allowance. However, Morrigan is a performance racer, and boring simply won't do!

Reactions

One per combat round. These actions are exclusive with other Reactions. For example, if Wing Guard is used, then Wing Blade cannot be used this round, nor can other Reactions (such as Hellish Rebuke).   Wing-based Reactions are exclusive to Movement Actions and vice versa. It is hard to flap and block an attack at the same time!  

Wing Blade

Reach, 1d4+DEX Slashing damage. Morrigan's wing edges can be reinforced by their Prestidigitation field to create a razor-sharp blade that is fast and agile.   Reaction Trigger: Target attempts an attack within range of the wing. The triggering attack need not be successful or cause an effect. Note: There must be a physical target to strike.  

Wing Guard

Adds Proficiency Bonus minus 1 to AC until start of next turn. Morrigan's wings can absorb and redirect energy, allowing her to block/deflect incoming attacks for herself or one other creature in an adjacent square.   Reaction Trigger: Target attempts an attack at any range. The triggering attack need not be successful or cause an effect.  

Movement Actions

Morrigan can consume 5ft./turn of Movement to Launch into the air, or another 5ft./turn to Land. Air movement in Combat is covered by one of the below options: Wing Jump, Combat Flying.   These actions replace ground movement, except where a transition from ground-to-flight or vice versa is natural. Again, Movement Actions are exclusive to Wing-based Reactions.  

Wing Jump

Launch/Land consumes Movement, ignores all terrain Morrigan can perform a wing-assisted Jump and landing.  Launch and Land consume 5 ft. (1 square/turn) of available Movement, and the Dash Action can be combined with this assisted jump. Landing in Difficult terrain incurs the usual effects (For example, a DEX check to remain standing).    

Combat Flying

Minimum speed, need not start/finish turn grounded Morrigan can use her wings to fly during combat! Do a barrel roll!   Launching and Landing consume the usual 5ft./turn, and her minimum flight speed is her normal unmodified movement before Feats or other effects (Ex: 30ft/turn or 6 squares/turn). On her first turn of flying, this is also her maximum speed. On subsequent turns, her maximum speed increases to her Sustained flight speed of 80ft./turn (16 squares/turn).   Note: Ground and air movement may be combined, with the usual Launch/Landing 5ft./turn cost. This effectively limits "first turn" total movement to her normal movement distance minus 5ft.   Warning: Combat flying has a maximum speed of 80ft./turn (16 squares/turn) Morrigan cannot voluntarily increase her speed beyond this while in Combat.  

Implications

Morrigan calls other flyers "bumblebees" since they aren't nearly as fucking awesome as she is! However, being a performance racer rather than a fluttering hoverer has certain implications. "So when do we eat?" - Combat flying is energy-intensive and consumes a special charge. Morrigan has two Combat Flying charges per short rest. Expending a charge makes Combat Flying available for a single encounter.   "Flappy aiming is hard!" - Air movement in excess of Morrigan's normal movement incurs Disadvantage on attack rolls.   "Coming in hot!" - Landing after a movement interval within a round in excess of Morrigan's normal movement minus 5ft. (for the Landing) forces a Difficult terrain landing check (DEX with a DC of 10) to remain standing.   "Call the ball!" - Taking the Dash Action accordingly increases both "first turn" flight speed as well as "last turn" landing speed.

Example: Wing Jump

  Morrigan wants to jump a 30 ft. chasm, with loose gravel on the far side. The DM determines that her proposed landing spot is Difficult terrain.   Morrigan chooses to combine Wing Jump with the Dash Action. Her usual movement speed is 30 ft./turn, so Dashing increases this to an available pool of 60 ft./turn.   She consumes 5ft. each for Launch and Landing, leaving 50 ft. available. Plenty!   Upon landing, Morrigan must immediately perform a DEX check. The DC is 10, per the usual Jumping rules, and she rolls a 3 on the die. Her DEX modifier is +2, so she immediately biffs it and incurs some "road rash" from the gravel.   Embarrassed, she spits out gravel on the far side of the chasm. But, she made it!

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