Base Class: Artificer
An Aeronaut is a specialized combatant who is quick on their feet, having a specialized suit that allows them to be more mobile and position themselves effectively. When the time comes, they can call down a hefty prototype construct, named The Colossus, that can fight on the front lines and defend their allies. The Colossus is a large hunk of metal that is more agile than it seems, having a decent speed but packs a punch. The servos and hydraulics can only handle so much though, having periods of cooldown in between attacks, causing the Aeronaut to be tactical in their actions taken within the Colossus. When paired together, the Aeronaut and their Colossus make a duo capable of controlling the battlefield and aiding their allies.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with carpenter's tools and land vehicles. If you already have one of these proficiencies, you gain proficiency with another type of artisan's tools of your choice.
Aeronaut Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aeronaut Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Level |
Spells |
3rd |
Feather Fall, Jump |
5th |
Find Traps, Pass Without Trace |
9th |
Fly, Nondetection |
13th |
Freedom of Movement, Greater Invisibility |
17th |
(F)Mislead, Telepathic Bond |
Clossus Crash
At 3rd level, your constructions and hard work provide you a prototype of a colossus suit that you can call down from the skies to enter and pilot. The prototype model you create is named Sovereign. When summoned, you enter the Colossus as it drops down. See its game statistics in the Aeronaut stat block, which uses your proficiency bonus (PB) and Spell Save DC in several places. The Colossus' unarmed strike uses STR and deals 1d4 + STR bludgeoning damage. You determine the Colossus’ appearance; your choice has no effect on its game statistics. At later levels, you unlock different forms of the Colossus.
When you summon the Colossus, you use a bonus action and designate a spot within 15 ft. A bright marker, your choice of appearance, appears that emits 5 ft. square of bright light and 5 ft. dim light radius. At the start of your next turn, your Colossus materializes and drops down 30 ft. from the sky. Any creature that is in the space of the Colossus must make a Dexterity Saving throw equal to your Spell Save DC. On a fail, the creature takes 3d6 bludgeoning damage and is knocked away 15 ft. On a success, the creature takes half damage and is only knocked back 5 ft. If you don’t have the space for your Colossus, you cannot summon it.
Once the Colossus drops down, if you are within 15 ft. of it, you immediately get inside of the Colossus and assume its statblock (similar to Wildshape). If you are out of range of the Colossus as it drops down, it will remain for 1 minute or until it receives a number of hits equal to your PB and requires an Action to enter the Colossus. The Colossus' vitals are linked to the Artificer, having HP equal to the Artificer and enough power to function for 10 minutes or until the Artificer is reduced to 0 hit points. Once the Artificer is reduced to 0 hit points, the Colossus is destroyed and you are shunted out of it 5 ft. to an unoccupied space as you and the Colossus collapse. You can also dematerialize your Colossus early on your turn no action. Regardless of whether it is destroyed, once you summon your Colossus, you cannot do so again until you finish a long rest unless you use a spell slot of 2nd or higher.
Colossus Engineering. The Colossus takes no class features, item abilities, or spell buffs from the Aeronaut and does not benefit from any infusions until 15th level, though the Aeronaut dictates the Colossus' HP, PB, and Mental Stats. The Colossus can benefit from healing spells as it directly heals the Aeronaut. The Colossus itself can be affected by spells from other sources, such as allies, enemies, or traps.
The Colossus can manipulate objects as normal but cannot wield weapons or shields. It also has access to all the standard Actions, Bonus Actions, and Reactions of any creature.
Sovereign's Esteem (9th level). When the Sovereign is summoned, change STR, DEX, and CON to 18. Sovereign has proficiency in Acrobatics and expertise in Perception.
Kneel Before Me! Melee Weapon Attack: +STR+PB to hit, reach 5 ft., 1 target. Hit: (1d10 + STR) [bludgeoning] damage.
Radiant Sovereignty (5th level). The Colossus gives advantage or disadvantage to one attack roll that it can see within 5 ft. of it, including itself. (Recharge 1 round)
Aeronaut Advancements
At 5th level, you fashion yourself the signature suit that the Aeronauts use in combat. While out of your Colossus you gain 15 ft. of movement and a climbing speed equal to your walk speed. While running, you can move along vertical surfaces. If you end your turn along a vertical surface, you immediately begin to fall.
Additionally, you engineer your colossus to be more resilient and impactful. The colossus gains a new special action and damage dealt by your Colossus (i.e Crash Down or Attacks) are considered magical for overcoming resistances.
Absorb Aggression: While in your colossus, you can put up a defensive field that absorbs a portion of the damage dealt to you. As an action, you can put up this field and become resistant to all damage. When you use this field, your speed drops to 0 and you lose your reaction. On subsequent turns, you must use your action at the start of each of your turns to retain the field. If you move or use your action or reaction for anything else, the field drops.
You can use this feature twice and regain its uses on completing a long rest.
Colossus Construction
At 9th level your handiwork and hard work are used to make two more forms of your Colossus. When using your action to call down the Colossus, you can choose between the three forms. The Kenshi is a sleek and less durable form that can dish out damage with its large sword. The Ogre is a broad and heavy Colossus that is focused on durability and is capable of restraining its foes and holding them down.
Colossus Engineering. The Colossus takes no class features, item abilities, or spell buffs from the Aeronaut and does not benefit from any infusions until 15th level, though the Aeronaut dictates the Colossus' HP, PB, and Mental Stats. The Colossus can benefit from healing spells as it directly heals the Aeronaut. The Colossus itself can be affected by spells from other sources, such as allies, enemies, or traps.
The Colossus can manipulate objects as normal but cannot wield weapons or shields. It also has access to all the standard Actions, Bonus Actions, and Reactions of any creature.
Ogre's Brawn (9th level). When the Ogre is summoned, increase STR to 20 and reduce DEX to 6. Ogre has proficiency in Athletics and STR Saves. Ogre gains 30 max HP and has 20 speed.
Meaty Metal Hands. Melee Weapon Attack: +STR+PB to hit, reach 5 ft., 1 target. Hit: (1d12 + STR) [bludgeoning] damage.
Imposing Presence. (9th level). When a creature within 5 ft. of the Colossus takes damage, the Colossus can interpose itself in between the target and the source of damage and take the hit for the creature. When using this reaction, the Colossus is considered the target of the damage, even if they are already considered a target (i.e. Fireball). The target takes the damage on top of any damage it would take normally.
Colossus Engineering. The Colossus takes no class features, item abilities, or spell buffs from the Aeronaut and does not benefit from any infusions until 15th level, though the Aeronaut dictates the Colossus' HP, PB, and Mental Stats. The Colossus can benefit from healing spells as it directly heals the Aeronaut. The Colossus itself can be affected by spells from other sources, such as allies, enemies, or traps.
The Colossus can manipulate objects as normal but cannot wield weapons or shields. It also has access to all the standard Actions, Bonus Actions, and Reactions of any creature.
Kenshi's Finesse (9th level). When the Kenshi form is summoned, increase DEX to 20 and reduce STR to 12. Kenshi has proficiency in Stealth and DEX Saves. Kenshi loses 30 max HP and has 35 speed.
Additionally, Kenshi's unarmed strikes use DEX instead of STR.
Silent Cleave. Melee Weapon Attack: +DEX+PB to hit, reach 5 ft., 1 target. Hit: (2d6 + DEX) [slashing] damage.
Fade Slash (9th level). Melee Weapon Attack: +DEX+PB to hit, reach 5 ft., 1 target. Hit: (2d6 + DEX) [slashing] damage.
Overclock & Overcharge
At 15th level you learn how to enhance your Colossus with your infusions and materialize your Colossus faster and overclock it in the process. You can apply infusions and can affect your Colossus with the Spell-Storing Item feature. Each model can be affected by one infusion or spell-storing effect and when an additional infusion or spell-storing effect is applied to the Colossus, the oldest effect expires. When a spell-storing effect is on your Colossus, it has a number of charges equal to the Colossus' CON mod. (Infusions that do not apply: Arcane Focus+, Homonculus Servant, Repeating Shot, Spell-Refueling Ring.)
Additionally, When summoning your Colossus, you can choose to use an action to summon it on the same turn instead of being delayed a round. When you summon the Colossus in this way, the Colossus is in an overclocked state, where you can use the weapon attack part of your actions at will. The Colossus can also reroll its Recharge rolls if it fails and its Recharge for its reaction is removed. While in the overclocked state, your Colossus only lasts for 1 minute instead of 10 minutes. When you summon an overlocked Colossus, you can no longer summon that model until you finish a long rest, being too damaged to be used again.
You can only summon your Colossus like this once and can do this again when finishing a long rest.
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