Canopy-Vanguard

Canopy-Vanguards are vertical warriors shaped by forests, scaffolding cities, ship rigging, and cliffside bastions. They fight with the confidence of creatures born to leap first and look second—reading beams, vines, and ledges as weapons equal to steel. Many train among arboreal peoples, siege engineers, or rooftop militias that cannot afford to surrender the high ground. A Canopy-Vanguard thrives when the battlefield has layers: bridges over canals, temple balconies, burned rafters, or living boughs. They are not mere acrobats; they are skirmish captains who turn geometry into leverage, using rope, timber, and improvised mass to unmake enemy formations from above.

Class Features

Hit Die d10
Primary Ability Strength, Dexterity
Saving Throws Strength, Dexterity
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Martial weapons, Improvised weapons
Tools Carpenter's tools or Leatherworker's tools
Skills Choose 2 from Acrobatics, Athletics, History, Insight, Intimidation, Survival

Starting Equipment

• Choose A: two martial weapons, a shortbow and 20 arrows, scale mail, explorer's pack, and carpenter's tools; Choose B: one martial weapon and a shield, 5 javelins, leather armor, dungeoneer's pack, and leatherworker's tools; Choose C: 150 gp

Class Resources

Momentum Max 8 (Regains all spent Momentum after a Long Rest; partial recovery on Short Rest and through features)

Momentum represents stored kinetic advantage from height, swinging motion, and aggressive positioning. It fuels Canopy Maneuvers. Maximum Momentum scales with Canopy-Vanguard level: 2 at 1st, 3 at 2nd, 4 at 5th, 5 at 9th, 6 at 13th, 7 at 17th, and 8 at 20th. Use the progression table for the exact maximum at each level.

Spending Spend Momentum only on Canopy Maneuvers and subclass options that list a Momentum cost. You must have the required points before using the option; points are spent when the maneuver is declared. You cannot reduce a maneuver's cost below 0 unless a feature explicitly says so. Only one maneuver may modify a single attack unless a feature states otherwise.
Recovery Regain all Momentum on a Long Rest. When you finish a Short Rest, regain Momentum equal to your Proficiency Bonus (minimum 1), up to your maximum. Additional recovery: Superior Momentum (9th) grants 2 Momentum when you roll Initiative with 0 remaining, and once per turn regain 1 Momentum when you deal Improvised Leverage extra damage. Other features and maneuvers may restore Momentum as specified.

Class Abilities

Martial Abilities

Drop Kick
Bonus Action 1 Momentum Level 1
Range Leap up to 30 feet to melee reach
Target One creature below you
Duration Instantaneous
Movement Leap downward up to 30 feet into an unoccupied space within 5 feet of the target
Attack / Save Melee weapon attack; Strength save vs Canopy Maneuver DC or Prone
Defense None

You hurl yourself downward into a crushing strike, converting altitude into impact.

Rules Text:

Bonus Action. Cost: 1 Momentum. Prerequisites: You must be at least 10 feet higher than the target and have a free path to drop or leap into melee reach. Movement: You leap downward up to 30 feet toward one creature, ending in an unoccupied space within 5 feet of it (this leap does not cost walking speed but counts as jump movement). Make one melee weapon attack (or unarmed strike) against the target with Advantage. On a hit, the attack deals normal damage plus Improvised Leverage extra damage if applicable, and an additional 1d8 bludgeoning damage (+1d8 at 5th, 11th, and 17th levels). The target must succeed on a Strength saving throw (DC = Canopy Maneuver DC) or be knocked Prone. If you fell more than 10 feet as part of this move, falling damage you would take is reduced by the same amount as Aerial Poise. Range: Melee reach after the leap. Duration: Instantaneous. Defense: None.

Prerequisites:

At least 10 feet higher than the target

Damage Effect
Saving Throw: Strength (for Prone only)
Attack: Melee weapon attack with Advantage
Range: Melee
Target: One creature
Damage: 1d8 bludgeoning (+1d8 at levels 5, 11, and 17)
Conditions: prone
Duration: Prone until stood
Movement: Leap up to 30 feet downward
Resource: Spend 1 Momentum
Vault Strike
Special (one attack of Attack action) 1 Momentum Level 1
Range Melee reach
Target One creature within melee reach
Duration Instantaneous; Disadvantage on opportunity attacks until start of your next turn
Movement Up to 15 feet without provoking opportunity attacks from the target
Attack / Save Melee weapon attack
Defense None

You spring over or past a foe, striking from an unexpected angle.

Rules Text:

Replace one attack of the Attack action. Cost: 1 Momentum. Movement: Before or after the attack, move up to 15 feet without provoking opportunity attacks from the target. This movement can include climbing or jumping. Target: One creature within melee reach at the time of the attack. Attack: Make one melee weapon attack. On a hit, deal normal damage and the target has Disadvantage on opportunity attacks until the start of your next turn. If you end the movement at least 5 feet higher than the target, apply Improvised Leverage. Duration: Instantaneous (Disadvantage lasts until start of your next turn). Defense: None.

Debuff Effect
Attack: Melee weapon attack
Range: Melee
Target: One creature hit
Duration: Until start of your next turn
Movement: Up to 15 feet
Resource: Spend 1 Momentum
Lash Line
Action or one attack of Attack action 1 Momentum Level 1
Range 15 feet
Target One creature you can see
Duration Instantaneous or until start of your next turn (speed reduction)
Movement Pull target up to 10 feet toward you on failed save (optional)
Attack / Save Dexterity saving throw vs Canopy Maneuver DC
Defense None

You snap a rope, vine, cloak, chain, or similar object to snare a foe at short range.

Rules Text:

Action or replace one attack of the Attack action (your choice each use). Cost: 1 Momentum. Requires a free hand and a rope, vine, chain, whip, or improvised flexible object. Range: 15 feet. Target: One creature you can see. Attack or save: The target makes a Dexterity saving throw vs Canopy Maneuver DC. On a failure, it takes 1d6 slashing damage (2d6 at 5th, 3d6 at 11th, 4d6 at 17th) and is pulled up to 10 feet toward you or has its speed reduced by 10 feet until the start of your next turn (your choice). On a success, no effect. Movement: Optional pull up to 10 feet toward you (forced movement). Duration: Instantaneous or speed reduction until start of your next turn. Defense: None.

Prerequisites:

Free hand and flexible line object

Control Effect
Saving Throw: Dexterity
Range: 15 feet
Target: One creature
Damage: 1d6 slashing (2d6 at 5th, 3d6 at 11th, 4d6 at 17th)
Duration: Speed -10 feet until start of your next turn if chosen
Movement: Pull up to 10 feet toward you
Resource: Spend 1 Momentum
High-Ground Shove
Special (one attack of Attack action) 1 Momentum Level 1
Range Melee reach
Target One creature within melee reach
Duration Instantaneous
Movement Push target 10 feet (15 feet if you are 10+ feet higher)
Attack / Save Strength (Athletics) contest
Defense None

You use superior footing to hurl a foe off balance or off a ledge.

Rules Text:

Replace one attack of the Attack action. Cost: 1 Momentum. Target: One creature within melee reach that is at least 5 feet lower than you or on the same elevated surface. Contested check: You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, you push the target 10 feet away from you, or 15 feet if you are at least 10 feet higher than it. If the target is pushed off elevated terrain, it falls. Damage: None directly (falling damage may apply). Duration: Instantaneous. Movement: Forced movement 10 or 15 feet. Defense: None.

Control Effect
Saving Throw: Contested Strength (Athletics) vs Strength (Athletics) or Dexterity (Acrobatics)
Attack: Strength (Athletics) contest
Range: Melee
Target: One creature
Duration: Instantaneous
Movement: Push 10 or 15 feet
Resource: Spend 1 Momentum
Hanging Barrage
Action 2 Momentum Level 2
Range 20 feet horizontally to lower targets
Target Up to two creatures at lower elevation
Duration Instantaneous
Movement None
Attack / Save Ranged or thrown weapon attack rolls
Defense None

Suspended above the fray, you rain precise strikes while swinging free.

Rules Text:

Action. Cost: 2 Momentum. Prerequisites: You must be climbing, hanging, or otherwise supported at least 10 feet above the ground. Movement: None required beyond maintaining hang. Targets: Up to two creatures you can see within 20 feet horizontally and at a lower elevation. Make a ranged weapon attack or thrown weapon/improvised thrown attack against each target. Each hit deals normal damage + Improvised Leverage extra damage as if the attacks were melee high-ground hits. Duration: Instantaneous. Defense: None. You remain hanging if you have a free hand or suitable grip after the attacks.

Prerequisites:

Climbing or hanging at least 10 feet above ground

Damage Effect
Attack: Ranged or thrown weapon attacks
Range: 20 feet
Target: Up to two creatures
Damage: weapon weapon (Includes Improvised Leverage dice)
Duration: Instantaneous
Movement: None
Resource: Spend 2 Momentum
Riposte from Above
Reaction 1 Momentum Level 2
Range Melee reach
Target One creature that missed you with a melee attack
Duration Instantaneous; speed halved until end of target's next turn
Movement Optional drop up to 10 feet into unoccupied space within 5 feet of target
Attack / Save Melee weapon attack with Advantage
Defense None

You punish a foe that swings at you while you hold the high ground.

Rules Text:

Reaction, when a creature within your melee reach misses you with a melee attack and you are at least 5 feet higher than it. Cost: 1 Momentum. Target: The triggering creature. Movement: None, or optionally drop up to 10 feet into an unoccupied space within 5 feet of the creature without provoking opportunity attacks. Make one melee weapon attack against the creature with Advantage. On a hit, deal normal damage + Improvised Leverage extra damage and the creature's speed is halved until the end of its next turn. Duration: Instantaneous; speed penalty until end of its next turn. Defense: None.

Prerequisites:

At least 5 feet higher than the attacker

Damage Effect
Attack: Melee weapon attack with Advantage
Range: Melee
Target: Triggering creature
Damage: weapon + leverage weapon (Leverage die scales with class level)
Duration: Speed halved until end of target's next turn
Movement: Optional 10-foot drop
Resource: Spend 1 Momentum
Branch Run
Bonus Action 1 Momentum Level 3
Range Self
Target Self
Duration Instantaneous; Advantage until end of turn if height gained
Movement Up to half speed without provoking opportunity attacks; may traverse vertical surfaces
Attack / Save None
Defense None

You sprint along vertical and horizontal geometry in a blur of motion.

Rules Text:

Bonus Action. Cost: 1 Momentum. Movement: Move up to half your speed. This movement can be climbing or jumping between elevated surfaces and does not provoke opportunity attacks. During this movement you can move along vertical surfaces without falling if you end the movement on a horizontal surface or maintain a climb grip. Duration: Instantaneous. Target: Self. Attack or save: None. Defense: None. If you end this movement at least 10 feet higher than where you started, you gain Advantage on the next melee attack roll you make before the end of your turn.

Buff Effect
Range: Self
Target: Self
Duration: Until end of turn (Advantage)
Movement: Half speed special movement
Resource: Spend 1 Momentum
Pinning Impale
Special (one attack of Attack action) 2 Momentum Level 5
Range Melee reach
Target One creature adjacent to a solid surface
Duration Restrained until end of your next turn or freed
Movement None
Attack / Save Melee weapon attack; Strength save vs Canopy Maneuver DC
Defense None

You drive a weapon or improvised spike to pin a foe against structure or ground geometry.

Rules Text:

Replace one attack of the Attack action. Cost: 2 Momentum. Target: One creature within melee reach adjacent to a wall, tree, pillar, floor, or similar surface. Attack: Melee weapon attack. On a hit, deal normal weapon damage + Improvised Leverage if elevated, and the target must make a Strength saving throw vs Canopy Maneuver DC. On a failed save, the target is Restrained until the end of your next turn or until it or another creature uses an Action to make a Strength check against your Canopy Maneuver DC to free it. Duration: Restrained until end of your next turn or freed. Movement: None. Defense: None.

Prerequisites:

Target adjacent to solid surface

Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee
Target: One creature
Damage: weapon weapon
Conditions: restrained
Duration: Until end of your next turn or freed
Movement: None
Resource: Spend 2 Momentum
Scatter the Climb
Bonus Action 1 Momentum Level 6
Range 20-foot cone
Target Chosen creatures in cone that are climbing or on elevated terrain
Duration Instantaneous; climb lock until end of next turn on failure
Movement None
Attack / Save Dexterity saving throw vs Canopy Maneuver DC
Defense None

You kick debris, tools, or loose branches to disrupt climbers and pursuers.

Rules Text:

Bonus Action. Cost: 1 Momentum. Range: 20-foot cone originating from you downward or along a climbable surface. Target: Each creature of your choice in the cone that is climbing or on elevated terrain. Save: Dexterity saving throw vs Canopy Maneuver DC. On a failed save, a creature takes 2d6 bludgeoning damage (3d6 at 11th, 4d6 at 17th) and must climb carefully: its climbing speed is 0 until the end of its next turn unless it succeeds on a DC 10 Strength (Athletics) check as part of its movement. On a successful save, half damage and no speed effect. Movement: None forced. Duration: Instantaneous; climbing restriction until end of affected creature's next turn. Defense: None.

Control Effect
Saving Throw: Dexterity
Range: 20-foot cone
Target: Creatures in cone
Damage: 2d6 bludgeoning (3d6 at 11th, 4d6 at 17th)
Duration: Climbing speed 0 until end of next turn on fail
Movement: None
Resource: Spend 1 Momentum
Counterweight Swing
Action 2 Momentum Level 9
Range Self; attacks against creatures within 5 feet of path
Target Up to three creatures along the swing path
Duration Instantaneous; half cover until start of next turn
Movement Up to 40 feet arc without provoking opportunity attacks
Attack / Save Melee weapon attacks; Strength save for push
Defense Half cover until start of your next turn

You use your body as a pendulum to fling yourself into a devastating pass.

Rules Text:

Action. Cost: 2 Momentum. Prerequisites: A rope, vine, rafter, or similar anchor point within 10 feet. Movement: Move up to 40 feet in a straight or arcing line that begins at the anchor, without provoking opportunity attacks. Target: Each creature whose space you pass within 5 feet of during this movement, up to three creatures. Attack: Make a separate melee weapon attack against each. On a hit, deal weapon damage + 1d10 bludgeoning (2d10 at 17th) and the creature must succeed on a Strength save vs Canopy Maneuver DC or be pushed 5 feet. Duration: Instantaneous. Defense: You gain half cover until the start of your next turn after completing the swing.

Prerequisites:

Anchor point within 10 feet

Damage Effect
Saving Throw: Strength (push)
Attack: Melee weapon attack each
Range: Along path
Target: Up to three creatures
Damage: 1d10 bludgeoning (2d10 at 17th level)
Duration: Instantaneous
Movement: 40-foot swing; push 5 feet on failed save
Defense: Half cover until start of next turn
Resource: Spend 2 Momentum
Skyhook Capture
Reaction 1 Momentum Level 10
Range 20 feet
Target One falling or forcibly moved creature
Duration Instantaneous
Movement Redirect creature up to 15 feet into a space within 20 feet of you
Attack / Save Dexterity save if unwilling; none if willing
Defense Negates falling damage for willing target

You snatch a falling ally or haul a foe into disadvantageous airspace.

Rules Text:

Reaction, when a creature you can see within 20 feet falls or is forcibly moved. Cost: 1 Momentum. Target: The triggering creature. Movement: The creature's fall or forced movement stops early as you redirect it up to 15 feet to an unoccupied space within 20 feet of you that you can reach with a line, limb, or weapon haft. If the target is willing, no save. If unwilling, it makes a Dexterity saving throw vs Canopy Maneuver DC; on a success, no effect. On a failure (or if willing), it lands in the chosen space. If the space is elevated, a willing creature takes no falling damage; an unwilling creature takes 1d6 bludgeoning damage and lands Prone. Duration: Instantaneous. Defense: Prevents falling damage for willing targets as described.

Control Effect
Saving Throw: Dexterity if unwilling
Range: 20 feet
Target: One creature
Damage: 1d6 bludgeoning
Conditions: prone
Duration: Instantaneous
Movement: Redirect up to 15 feet
Defense: Willing creature takes no falling damage
Resource: Spend 1 Momentum
Terrain Breaker
Action 2 Momentum Level 13
Range Melee reach; debris 10 feet
Target One object/fixture; creatures affected by debris
Duration Instantaneous
Movement None
Attack / Save Melee attack vs object; Dexterity save for creatures
Defense None

You smash supports, railings, or canopy fixtures to reshape the battlefield.

Rules Text:

Action. Cost: 2 Momentum. Target: One nonmagical object or structure fixture within melee reach (railing, wooden support, crate stack, hanging sign, thick branch, etc.) that is Large or smaller, or a 5-foot section of a larger wooden/structure surface. Attack: Melee weapon attack against AC 15 (or object's AC if higher). On a hit, the target object takes 4d8 bludgeoning damage and, if destroyed or GM rules it fails, each creature of your choice within 10 feet below or adjacent that would be affected by falling debris must make a Dexterity save vs Canopy Maneuver DC. Failed save: 3d6 bludgeoning damage and Prone. Successful save: half damage, not Prone. Movement: None. Duration: Instantaneous. Defense: None. Damage to objects ignores Resistance of nonmagical wood and similar materials for this attack.

Damage Effect
Saving Throw: Dexterity for debris
Attack: Melee weapon attack vs object
Range: Melee / 10 feet debris
Target: Object and nearby creatures
Damage: 4d8 object / 3d6 debris bludgeoning
Conditions: prone
Duration: Instantaneous
Movement: None
Resource: Spend 2 Momentum
Predator's Descent
Action 3 Momentum Level 17
Range Landing space; 10-foot radius shockwave; melee follow-up
Target Chosen creatures within 10 feet of landing; one melee target for follow-up attacks
Duration Instantaneous
Movement Leap downward up to 40 feet; push targets 10 feet on failed save
Attack / Save Strength save; then two melee weapon attacks
Defense Immune to damage from this intentional descent

You commit to a full aerial assault that shocks the battlefield into disarray.

Rules Text:

Action. Cost: 3 Momentum. Prerequisites: You are at least 20 feet higher than the ground or primary targets. Movement: Leap up to 40 feet downward to an unoccupied space, then each creature of your choice within 10 feet of your landing space must make a Strength saving throw vs Canopy Maneuver DC. Failed save: 4d8 bludgeoning damage, pushed 10 feet, and Prone. Successful save: half damage, not pushed or Prone. You can then make two melee weapon attacks against one creature within reach. Apply Improvised Leverage to those attacks if still elevated relative to the target. Duration: Instantaneous. Defense: You take no damage from this intentional descent. Falling beyond the leap distance is not part of this ability.

Prerequisites:

At least 20 feet of height

Damage Effect
Saving Throw: Strength
Attack: Two melee weapon attacks after shockwave
Range: 10 feet from landing
Target: Creatures in 10-foot radius
Damage: 4d8 bludgeoning
Conditions: prone
Duration: Instantaneous
Movement: 40-foot descent; push 10 feet
Defense: No damage from this descent
Resource: Spend 3 Momentum
God of the Heights
Bonus Action 3 Momentum Level 20
Range Self
Target Self
Duration 1 minute
Movement Climb speed becomes twice walk speed; jumps tripled via Brachiation Master
Attack / Save None
Defense +2 AC against attacks from lower creatures

For a brief moment you move as if the entire vertical battlefield answers your will.

Rules Text:

Bonus Action. Cost: 3 Momentum. Duration: 1 minute (ends early if you are Incapacitated or end it early, no action required). Target: Self. Movement: For the duration your climbing speed equals twice your walking speed, and jump distances from Brachiation Master are tripled. Attack or save: None to activate. Defense: While the effect lasts and you are at least 5 feet above a creature, you gain a +2 bonus to AC against that creature's attacks. Effect: Once per turn when you hit a creature lower than you with a melee attack, you deal an extra 2d6 damage of the weapon's type (stacks with Improvised Leverage). You ignore the Momentum cost of one Canopy Maneuver of cost 1 each turn while active. Resource: Cannot be reactivated until the previous duration ends.

Buff Effect
Range: Self
Target: Self
Damage: 2d6 weapon
Duration: 1 minute
Movement: Enhanced climb and jump
Defense: +2 AC vs attacks from creatures lower than you
Resource: Spend 3 Momentum; ignore one 1-Momentum maneuver cost per turn

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5e / SRD 5.1, D&D 5.5 / SRD 5.2
Balance Notes Positioned between Fighter and Monk as a d10 medium-armor skirmisher. Extra Attack at 5, ASI at standard levels, and a capped Momentum pool prevent unbounded nova damage. High-ground bonus damage is situational like Rogue terrain dependence or Barbarian Rage uptime, rewarding vertical maps without invalidating flat ground play. Maneuver DCs and limited resource recovery track Battlemaster pacing. Compatible with both 5e and 5.5 terminology (Magic action not required; Fighting Style feats/options map cleanly).
Level Prof. Features Resources Spell Slots
1 +2 Brachiation Master, Improvised Leverage, Momentum, Canopy Maneuvers (basic) Momentum: 2 -
2 +2 Canopy Fighting Style, Aerial Poise, New Maneuvers (Hanging Barrage, Riposte from Above) Momentum: 3 -
3 +2 Vanguard Path, Branch Run maneuver Momentum: 3 -
4 +2 Ability Score Improvement or Feat Momentum: 3 -
5 +3 Extra Attack, Leverage Expert, Improvised Leverage improves to 1d8, Pinning Impale maneuver Momentum: 4 -
6 +3 Canopy Intercept, Scatter the Climb maneuver Momentum: 4 -
7 +3 Vanguard Path feature Momentum: 4 -
8 +3 Ability Score Improvement or Feat Momentum: 4 -
9 +4 Superior Momentum, Counterweight Swing maneuver Momentum: 5 -
10 +4 Three-Dimensional Tactics, Skyhook Capture maneuver Momentum: 5 -
11 +4 Vanguard Path feature, Improvised Leverage improves to 1d10 Momentum: 5 -
12 +4 Ability Score Improvement or Feat Momentum: 5 -
13 +5 Relentless Leverage, Terrain Breaker maneuver Momentum: 6 -
14 +5 Apex Mobility Momentum: 6 -
15 +5 Vanguard Path feature Momentum: 6 -
16 +5 Ability Score Improvement or Feat Momentum: 6 -
17 +6 Improvised Leverage improves to 1d12, Predator's Descent maneuver Momentum: 7 -
18 +6 Canopy Sovereign Momentum: 7 -
19 +6 Ability Score Improvement or Feat Momentum: 7 -
20 +6 Epic Brachiation, God of the Heights maneuver Momentum: 8 -

Class Features

Brachiation Master (Level 1)

Your climbing speed equals your walking speed. When you jump between elevated structures, trees, ropes, ledges, or similar terrain, your long jump and high jump distances are doubled, and you do not need a running start. You ignore difficult terrain caused by foliage, vines, branches, and similar natural canopy obstacles while climbing or jumping.

Improvised Leverage (Level 1)

You gain proficiency with improvised weapons. When you hit a creature with a melee weapon attack (including an improvised weapon) while you are at least 5 feet higher than the target vertically, the attack deals an extra 1d6 damage of the weapon's type. This extra damage increases as you gain Canopy-Vanguard levels: 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Momentum (Level 1)

You harness kinetic advantage from height and motion. You have a pool of Momentum points (see Resources). You can spend Momentum to use Canopy Maneuvers (see martial abilities). Your Canopy Maneuver save DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice when you gain this feature).

Aerial Poise (Level 2)

When you fall and are not Incapacitated, you can use your Reaction to reduce falling damage by an amount equal to five times your Canopy-Vanguard level. If this reduces the damage to 0, you land on your feet. Additionally, opportunity attacks against you have Disadvantage while you are climbing, hanging, or at least 10 feet above the ground.

Canopy Fighting Style (Level 2)

You adopt a specialized fighting approach. Choose one of the following options. Archery: +2 bonus to attack rolls you make with ranged weapons. Defense: While wearing armor, you gain a +1 bonus to AC. Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Thrown Weapon Fighting: You can draw a thrown weapon as part of the attack, and +2 bonus to damage rolls with thrown weapons.

Vanguard Path (Level 3)

You choose a Vanguard Path subclass that shapes how you control elevated battlefields. You gain subclass features at 3rd, 7th, 11th, and 15th levels.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Leverage Expert (Level 5)

When you use an object as an improvised weapon, it gains the Finesse property if it doesn't already have it, and its damage die becomes at least 1d6 if lower. You can treat a rope, vine, chain, pole, or similar flexible or rigid object within your reach as a weapon with the Reach property for one melee attack as part of the Attack action (damage 1d6 bludgeoning unless the object would deal more). Once per turn when you hit with Improvised Leverage's bonus damage, you can shove the target 5 feet horizontally or knock it Prone (target's choice is not used; you choose) if it is Large or smaller; it can avoid being moved or knocked Prone by succeeding on a Strength saving throw against your Canopy Maneuver DC.

Canopy Intercept (Level 6)

When a creature you can see within 30 feet of you is hit by an attack while you are at least 5 feet higher than that creature or climbing, you can use your Reaction to move up to half your speed toward that creature without provoking opportunity attacks. If you end this movement within 5 feet of the creature (or within your melee reach), you can impose your choice of: the attack roll is made with Disadvantage (if the attack has not yet been resolved and the GM allows reaction timing before the hit is finalized—otherwise reduce the damage the creature takes by 1d10 + your Dexterity modifier), or you become the target of the attack instead after the move if you are a valid target.

Superior Momentum (Level 9)

Your Momentum maximum increases, and when you roll Initiative and have no Momentum remaining, you regain 2 Momentum. Once per turn when you deal Improvised Leverage extra damage, you regain 1 Momentum (no action required).

Three-Dimensional Tactics (Level 10)

You have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to climb, jump, swing, maintain a hang, or avoid being knocked off elevated terrain. While you are at least 10 feet above a creature, that creature has Disadvantage on opportunity attacks against you, and you can take the Disengage or Dash action as a Bonus Action.

Relentless Leverage (Level 13)

When you hit a creature with a melee attack while you are at least 5 feet higher than it, you can force it to make a Strength saving throw against your Canopy Maneuver DC. On a failed save, it is Restrained by pinned limbs, tangled gear, or crushed posture until the end of your next turn or until it takes damage from a source other than you. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.

Apex Mobility (Level 14)

Your walking speed increases by 10 feet, and your climbing speed equals your walking speed even in heavy natural growth. You can move along ceilings, thick branches, and overhangs that can support your weight as if they were difficult terrain floor surfaces, remaining gripped without using your hands if you have a free limb or suitable tool. Falling damage you take is reduced by an additional 2d6.

Canopy Sovereign (Level 18)

You have become the undisputed master of elevated warfare. While you are at least 5 feet higher than a creature, your weapon attacks against it score a Critical Hit on a roll of 19 or 20. When you score a Critical Hit against a creature while elevated above it, you regain 2 Momentum, and the creature has Disadvantage on the next Strength or Dexterity saving throw it makes before the end of your next turn. Additionally, once per Long Rest when you would drop to 0 Hit Points, you instead drop to 1 Hit Point if you are climbing, hanging, or at least 10 feet above the ground.

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