Base Class: Artificer
Aeronauts are artificers who have spent their careers studying the skies and the science of flight. The have learned how to craft little flying devices, and are extremely nimble in the air.
Aviator Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Aviators Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Tools of the Sky
When you adopt this specialization at 3rd level, you gain proficiency with navigator's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Students of the Winds
When you reach 3rd level, your study of the skies has paid off in the following ways:
- Your movement speed increases by 10 feet while you aren't wearing heavy armor.
- You gain proficiency with hand crossbows, heavy crossbows and longbows.
Airborn Device
Also at 3rd level, you learn how to make a device that allows you or others to fly. Using your navigator's or tinkerer's tools, you can spend an hour creating a magical device that allows you to fly. You can do so as part of a long rest. The device is small, and can be worn by small or medium humanoids. Creatures wearing heavy armor cannot gain any benefits from the device. You choose your device's shape and appearance, such as a wingsuit or winged boots, but it can weigh no more than 50 pounds. Regardless of its appearance, the device can be donned or doffed as an action. If you create a new device, the first one created turns to dust.
Your airborn device has a number of flight charges equal to your intelligence modifier plus half your proficiency bonus and regains all expended charges when you finish a long rest. As a bonus action while you are within 30 feet of it, you can expend a flight charge to activate the airborn device and give the creature wearing it a bonus of +2 to their AC and a flying speed equal to their walking speed for 1 minute or until the device is removed. If the creature is still in the air when it loses this flying speed, it falls.
Agile Artillerist
At 5th level, your time in the skies has made you faster and more agile. You can take the Dash or Disengage actions as a bonus action. Additionally, whenever you move at least 15 feet in a straight line towards a creature and then hit it with an attack, that attack deals an additional 1d6 damage. Whenever you take the attack action, you can expend a flight charge on your Airborne Device to shoot a volley of projectiles within 30ft of the airborne device. One creature within the range makes a dexterity saving throw against your spell save DC. Taking 2d8 of your choice of Fire, Bludgeoning, Piercing, or lightning. The damage increases by an additional d8 (3d8) at level 11, 2d8 (4d8) at level 15, and 3d8 (5d8) at level 17.
Evasive maneuvers
At 9th level, the flying speed your airborn device gives a creature also allows them to hover in midair. Additionally, you gain the following benefits:
- You gain proficiency in Dexterity saving throws, and have advantage on Dexterity checks and Dexterity saving throws as long as you are flying.
- You have resistance to falling damage.
Additonally, whenever a creature equipped with your airborne device is subjected to a dexterity saving throw within 30ft of you. You can expend a flight charge as a reaction to have the creature gain the effects of evasion.
Expert Aerialist
You have mastered manipulating your airborne device to move with expert mobility. Taking advantage of every opportunity to engage in your superior mobility. Whenever you expend a flight charge, the creature wearing your airborne suit can move half their movement without provoking a opportunity attack.
Additionally, as a bonus action you can expend a flight charge to transfer the flying device to another creature within 30ft of the current wearer. If the creature is airborne when the item is transferred, the creature floats gently to the ground not taking any fall damage when they land.
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