Artificer
Base Class: Artificer

Using newfound technologies in steam engines and propellers, these artificers fly high above the rest, soaring to even greater heights, hoping one day to soar beyond the bounds of the material plane. You'll often find Pilots testing out new inventions on unfortunate passer-by, with limited levels of success. Though they may be a bit unconventional in their skills, you'll certainly be amused by their antics and natural knack for getting in trouble.

Expanded Spell List

You always have certain spells prepared after you reach particular levels in this class, as shown in the Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Start Your Engines

Your spells can now give you the benefit of a slight burst in speed. On your turn, upon casting a cantrip or a leveled spell, gain an additional 10 feet of movement speed. Your movement speed resets at the end of your turn, and can extend to any other types of movement you may have access to, other than just walking speed.

Pilot's Tools

Your training as a Pilot has earned you a certain level of training with the engines and vehicles of the air. Upon choosing this subclass you gain proficiency in Sky Vehicles, as well as Martial Weapons

Engine Armor

Your talents with engines has expanded into a more portable form, allowing you to attach them to certain types of armor. During a long rest, you are able to spend one use of your Artificer Infusions to create an enhanced set of Medium or Heavy armor that grants the wearer a temporary flying speed of 30 feet for 10 minutes. This flight can be used 3 times per day, and regains all expended uses at dawn.

Skybound

At 9th level, your natural affinity to the sky has granted you the ability to bestow that onto others. You learn the Fly spell. If you already know that spell, you may choose another spell to learn. You may cast Fly at 3rd level without expending a spell slot. Additionally, this spell does not require you to hold concentration.

No Limits

At 15th level, you've flown higher than the bounds previously thought possible. Your Start Your Engines ability now grants you an additional 10 feet of movement on all speeds. In addition, you now have the ability to channel the skies to empower your spellcasting. While airborne, you may cast two cantrips in a single action, though you can only gain the benefit of Start Your Engines once per turn. This feature can be used a number of times equal to your Proficiency bonus, and you regain all expended uses after finishing a short rest.

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