Base Class: Artificer
Some artificers use their genius to create potions and elixirs, while others design incredible means of destruction intended for the battlefield. Aviators dream of flying through the sky,
and use their tools and magic to make this dream a reality. Able to weave in and out of a fight, Aviators can be invaluable in a fight, staying out of reach until they see the perfect moment to strike.
Tool Proficiency
When you adopt this specialization, you gain proficiency with
leatherworker's tools. If you already have this proficiency, you
gain proficiency with one other type of artisan's tools of your
choice.
Flying Apparatus
Your perseverance and ingenuity has reached new heights by allowing you to create a flying machine. As a bonus action you can activate or deactivate your apparatus. Additionally, when falling you can activate your apparatus as a reaction. While activated you gain a flying speed of 30 feet. The device can remain activated for a number of minutes equal to your level in this class times 10 (minimum of 30 minutes). You regain any expended time when you finish a long rest. Additionally, you can use a spell of first level or higher to artificially charge your apparatus, granting it an additional 10 minutes of flight per spell level.
If you choose to infuse your flying apparatus, you can infuse it with up to two infusions, instead of one.
Death from Above
Having spent time mastering the art of aerial combat, you now know how to deal precise and devastating attacks. When attacking an enemy that you are at least 10 feet above, you gain advantage on the attack roll. If that attack hits, you deal an additional die of that attacks damage. You may gain the benefits of this ability once per turn.
Arcane Propulsion
Through countless hours of tinkering and practice, you have developed a technique that employs extreme speed with devastating results. As a bonus action while your flying contraption is activated, or as part of the bonus action used to active your device, you can choose to immediately move up to 90 feet in a straight line without provoking opportunity attacks. When you move in this way, creatures within 5 feet of where you began your movement, and any creature within 5 feet of the path you took, must make a Strength saving throw against your spell save DC. On a failed save, those creatures take 6d6 thunder damage and are knocked prone. On a successful save, creatures take half damage and are not knocked prone. Once you use this ability, you must complete a long rest before using it again, or until you expend a spell slot of 3rd level or higher.
Ace Aviator
You are a master of the skies, faster than the speed of sound, and just as destructive as a sonic boom. You gain the following improvements:
- Your flying machine can be activated indefinitely through the use of an innovative fuel source.
- While airborne, all opportunity attacks against you have disadvantage.
- You regain the use of your Arcane Propulsion ability on short rests, in addition to normal.
- Your flying machine can be infused with up to three infusions
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Posted Oct 31, 2024Well, here are the spells that I chose for this! I also cleaned it up and added what you asked... but I'm blocked from publishing it due to the spell links. Might eventually get around to fixing it but thought I'd share this.
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Posted Jun 22, 2023This is honestly the best aviator artificer subclass out there. I just wish that it came with additional spells, that the features on the character sheet had little descriptions, and that the Death From Above feature showed up in "other" when looking at the actions.