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
Proficiencies
Starting Equipment
Class Resources
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.
Class Abilities
Martial Abilities
Drop Kick
You hurl yourself downward into a crushing strike, converting altitude into impact.
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.
At least 10 feet higher than the target
Vault Strike
You spring over or past a foe, striking from an unexpected angle.
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.
Lash Line
You snap a rope, vine, cloak, chain, or similar object to snare a foe at short range.
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.
Free hand and flexible line object
High-Ground Shove
You use superior footing to hurl a foe off balance or off a ledge.
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.
Hanging Barrage
Suspended above the fray, you rain precise strikes while swinging free.
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.
Climbing or hanging at least 10 feet above ground
Riposte from Above
You punish a foe that swings at you while you hold the high ground.
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.
At least 5 feet higher than the attacker
Branch Run
You sprint along vertical and horizontal geometry in a blur of motion.
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.
Pinning Impale
You drive a weapon or improvised spike to pin a foe against structure or ground geometry.
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.
Target adjacent to solid surface
Scatter the Climb
You kick debris, tools, or loose branches to disrupt climbers and pursuers.
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.
Counterweight Swing
You use your body as a pendulum to fling yourself into a devastating pass.
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.
Anchor point within 10 feet
Skyhook Capture
You snatch a falling ally or haul a foe into disadvantageous airspace.
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.
Terrain Breaker
You smash supports, railings, or canopy fixtures to reshape the battlefield.
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.
Predator's Descent
You commit to a full aerial assault that shocks the battlefield into disarray.
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.
At least 20 feet of height
God of the Heights
For a brief moment you move as if the entire vertical battlefield answers your will.
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.
Class Progression
| 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)
Improvised Leverage (Level 1)
Momentum (Level 1)
Aerial Poise (Level 2)
Canopy Fighting Style (Level 2)
Vanguard Path (Level 3)
Extra Attack (Level 5)
Leverage Expert (Level 5)
Canopy Intercept (Level 6)
Superior Momentum (Level 9)
Three-Dimensional Tactics (Level 10)
Relentless Leverage (Level 13)
Apex Mobility (Level 14)
Canopy Sovereign (Level 18)
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