You can make a Skyblade quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest score should be Constitution. Second, choose the outlander or soldier background.
As a Skyblade, you gain the following class features.
Hit Dice: 1d10 per Skyblade level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Perception, Insight, Survival, and Intimidation.
Leather Armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a dungeoneer's pack or (b) an explorer's pack
1st-level Skyblade feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Aerial Duelist. Gain a +2 bonus to attack rolls you make a weapon attack while flying.
Mobile Archer. You can disengage and move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you.
Or any of the other FIGHTING STYLES
1st-level Skyblade feature
Choose training in either Zephyr Longbow or Zephyr Lance Technique training.
Longbows are a favored weapon of the Skyblade. You are trained in the Zephyr Longbow Technique.
Longbows now have a range of 300/1200.
Longbows are no longer Heavy.
Longbows no longer require ammunition.
Longbows can be used as a melee weapon (1D6 Bludgeoning with Finesse). It maintains any other features the weapon may have.
(At level 6) You can make an attack as a bonus action with a Longbow when you use a Longbow to take the attack action.
(At level 8) Attacks with a Longbow gain a +1 (even if they already have a +) and are considered magical.
Lances are a favored weapon of the Skyblade. You are trained in the Zephyr Lance Technique.
Lances gain finesse.
Lances are no longer Heavy.
Lances no longer have disadvantage when attacking within 5ft.
Lances no longer require 2 hands when not mounted.
Lances can be used to make a ranged attack by creating a powerful pocket of compressed air that strikes a target up to 20 feet away (1D6 piercing). It maintains any other features the weapon may have.
(At level 6) You can make an attack as a bonus action with a Lance when you use a Lance to take the attack action.
(At level 8) Attacks with a Lance gain a +1 (even if they already have a +) and are considered magical.
2nd-level Skyblade feature
Starting at 2nd level, you gain the ability to briefly step into the Feywild's winds to maneuver on the battlefield. You can use a bonus action to Dash and Disengage.
3rd-level Skyblade feature
At 3rd level, you choose to receive a Gale Mark that represents your training and techniques. The appearance of this mark can be customized to fit your character's style, such as a tattoo, brand, scar, or other distinctive features you prefer. Gale Marks are at the bottom of this page.
The Mark you choose grants you features at 3rd level and again at 6th, 10th, and 15th level.
3rd-level Skyblade feature
Beginning at 3rd level, you can use your reaction to impose disadvantage on an attack roll made against a creature within 5 feet of you.
4th-level Skyblade feature
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Also, you can forego your ability score increases and take a feat.
4th-level Fighter feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
5th-level Skyblade feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
*Double Attack can be paired with Extra Attack
7th-level Skyblade feature
At 7th level, you gain the ability to make a soaring dive attack against a creature from above. If you are flying and move at least 30 feet and hit your target with a melee weapon attack, the attack deals an extra 2d6 damage.
This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
9th-level Skyblade feature
Starting at 9th level, you can perform a devastating multi-target attack with your Zephyr Lance. As an action, you can choose up to three creatures you can see within 30 feet of you. Make a melee weapon attack against each target. On a hit, a target takes the weapon damage + 2d10 force damage and is knocked prone. You can then fly to an unoccupied space you can see within 5 feet of one of the targets you attacked.
You can use this feature a number of times equal to your proficiency bonus. Then you must finish a short or long rest.
13th-level Skyblade feature
You have perfected the art of swift travel using the winds. You can travel up to 1 mile per minute (equivalent to 525 ft per turn), moving with the wind’s aid. This allows you to cover large distances quickly. However, this ability does not provide any protection from environmental hazards.
This feature can only be used outside of combat.
14th-level Skyblade feature
You can create a protective wind barrier around yourself. As an action, you can create a 10-foot radius sphere centered on yourself. Creatures of your choice within the sphere, including yourself, have advantage on all saving throws and gain resistance to non-magical bludgeoning, piercing, and slashing damage. Additionally, any creature of your choice that enters or starts its turn within the sphere must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is pushed 15 feet away from the center of the sphere and cannot enter the area again until the start of its next turn. The barrier lasts for 1 minute.
You can use this feature once until you finish a short or long rest.
Different Skyblades choose different approaches to perfection their fighting prowess. The Gale Mark you choose to emulate reflects your approach.
Homebrew
You forge a deep connection with Chan, the Wind Titan, also known as the Princess of Aerial Creatures, the Silent One, and the Glorious Zephyr. Chan, blesses you with her boundless and enigmatic power, infusing your attacks with eldritch energy.
3rd-level Eldritch Gale feature
As a bonus action, you can place one Eldritch Mark on a creature or object within 60 feet of you that you can see. You can maintain a number of active Eldritch Marks equal to your Constitution modifier (minimum of 1). Each mark lasts for 1 minute, and placing an additional mark resets the duration for all marks. If you already have the maximum number of marks active, you can use a bonus action to move an existing mark to another creature or object within range.
Once placed, you can trigger the effect of an Eldritch Mark using your reaction. The specific effect and trigger of reaction depends on the Mark Effects you have chosen.
Homebrew
The Mark of the Soaring Gale represents a Skyblade's mastery over wind and speed, transforming them into a force of nature in the skies. Those who bear this mark harness the power of the wind to strike with swift, powerful attacks, move with unparalleled agility, and control the battlefield with tempestuous energy. The Soaring Gale's abilities reflect a deep connection to the elemental forces of air, allowing them to outmaneuver opponents and unleash devastating gusts and whirlwinds, leaving their foes scattered in their wake.
3rd-level Soaring Gale feature
When you make a melee or ranged weapon attack while flying, you can add movement equal to 5 feet per point of your Constitution modifier until the end of your turn. If the attack hits, you can also push the target 10 feet away from you.
6th-level Soaring Gale feature
When you are hit by an attack, you can use your reaction to spin rapidly, creating a whirlwind around you. This whirlwind pushes all creatures within 10 feet of you back 10 feet and deals 1d6 thunder damage to each. You can use this feature a number of times equal to your proficiency bonus per long rest.
10th-level Soaring Gale feature
When you take the Dash action while flying, your movement speed is tripled instead of doubled for that turn. Additionally, your movement during this Dash doesn't provoke opportunity attacks.
15th-level Soaring Gale feature
You gain the ability to fly with unmatched speed and agility. As an action, you can transform into a whirlwind of wind, becoming incorporeal and moving up to 120 feet in a straight line, passing through objects and creatures. Any creature you pass through must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 4d8 bludgeoning damage and be knocked prone. You can use this feature a number of times equal to your Constitution modifier per long rest.
Homebrew
The Mark of the Infernal Gale represents a pact with fiery, infernal forces, infusing your attacks with hellfire and protecting you with the essence of blazing flame. As you wield this mark, the air around you seems to shimmer with heat, and your presence is marked by an ever-present aura of smoldering embers.
3rd-level Infernal Gale feature
When you hit a creature with a weapon attack, you can use a bonus action to deal an extra 2d6 fire damage.
6th-level Infernal Gale feature
As an action, you create a 15-foot radius sphere of hellfire centered on a point you can see within 60 feet. The sphere lasts for 1 minute and requires concentration. Each creature within the sphere must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier.
You can use this feature a number of times equal to your Constitution modifier before finishing a long rest.
10th-level Infernal Gale feature
You gain resistance to fire damage. Additionally, when you take fire damage, you may use your reaction to deal fire damage equal to the fire damage you received to all creatures within 10 feet of you. This damage ignores any fire resistance a creature may have.
15th-level Infernal Gale feature
Transformation: As an action, you can transform into the Aspect of the Phoenix for 1 minute. You take on the features of a phoenix, surrounded by intense flames, but your shape remains unchanged. While in this form, you gain the following abilities:
Flight: You have a flying speed of 120 feet.
Phoenix's Resilience: You have immunity to fire damage and resistance to all other damage except psychic damage.
Fiery Shield: You are surrounded by a shield of intense fire. Any creature that hits you with a melee attack takes 2d6 fire damage.
Phoenix's Rebirth: When you are reduced to 0 hit points, or choose to end the transformation, you can use your reaction to burst into flames. All creatures within a 20-foot radius of you take 8d6 fire damage. You then revert to your normal form with full hit points.
Fire Storm: While in the Aspect of the Phoenix form, you radiate intense fire. At the start of each of your turns, each creature within a 10-foot radius of you takes 3d6 fire damage. This damage is dealt automatically and does not require an action.
You can use this feature once per long rest.