Base Class: Artificer
An Aeronaut looks to take to the skies on their own wings. Artificers of this nature can occasionally be seen soaring through the skies; riding on the currents alongside birds and dragons alike. This urge to fly could be inspired by other flying creatures, or born out of necessity for travel or spying. Aeronauts have been everything from soldiers to merchants, but tend mostly to be adventurers seeking a life of freedom on the wind.
Tools Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other 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.
Flight Generator
Beginning at 3rd level, your metallurgical pursuits have led you to make your ticket to the skies. You have created a device that houses a set of Arcane Wings that you are able to control like an extension of yourself. When you create the Flight Generator, you choose one of the Arcane Wings Patterns, if they appear mechanical or spectral, and whether the device is imbued into a piece of armor or worn freely. During a long rest, you can tinker with the device to change the appearance of the wings and you can imbue it, transfer it, or extract it from a piece of armor. While the device is being worn by you, you may use a bonus action and expend a spell slot to activate the wings. They remain active for 1 hour, until you use another bonus action to deactivate them, or until you become incapacitated. You may ignore the spell slot cost an amount of times equal to your intelligence modifier, regaining expended uses when you finish a long rest. You can make a new Flight Generator during a long rest if you have smith's tools in hand, destroying the old one in the process.
Arcane Wings Pattern
Beginning at 3rd level, you can customize your Flight Generator to produce different types of wings. When you do so, choose one of the following Arcane Wing Patterns. The pattern you choose gives you special benefits while your Flight Generator is active based on the pattern chosen. You can change the wing's pattern whenever you gain a level in this class, provided you have smith's tools in hand.
Dragonoid
Starting at 3rd level, you have learned to infuse the Flight Generator with a magic pattern for strength and greater durability at the cost of maneuverability. While Flight Generator is active, you gain the following benefits.
- Strength Pattern: You gain a fly speed of 30ft and have disadvantage on dexterity saving throws. When you activate Flight Generator, you gain a +3 bonus to your AC until the end of your next turn.These wings grant proficiency with Athletics checks and you may use your intelligence modifier for the roll instead of your strength modifier. If you are already proficient, you instead gain advantage on those checks.
Feathered
Starting at 3rd level, you have learned to infuse the Flight Generator with a magic pattern that offers a good balance between strength and maneuverability. While Flight Generator is active, and you aren't wearing heavy armor, you gain the following benefits.
- Hunter's Pattern: These wings grant a fly speed of 30ft. When you activate Flight Generator, your flying speed is increased by 5ft and you gain a +1 bonus to your AC. These effects last until the end of your next turn. You also gain proficiency with stealth checks while using your fly speed and may use your intelligence for the roll instead of your dexterity. If you are already proficient, you instead gain advantage on those checks.
Insectoid
Starting at 3rd level, you have learned to infuse the Flight Generator with a magic pattern for quick bursts of speed and maneuverability at the cost of sustained speed and stealth. While Flight Generator is active, and you are not wearing medium or heavy armor, you gain the following benefits
- Nimble Pattern: You gain a fly speed of 25ft and have imposed disadvantage on stealth checks. When you activate Flight Generator, your fly speed is doubled and your movement doesn't trigger opportunity attacks. These effects last until the end of your next turn. You also gain proficiency with acrobatics checks, and you can use your intelligence instead of your dexterity for those checks. If you are already proficient, you instead gain advantage on those checks.
View From Above
Starting at 5th level, you have grown accustomed to viewing from above. You gain access to Eyes of the Eagle item when using the Replicate Magic Items infusion option. When you make a ranged attack roll against a creature that is within a 30 foot cone directly below you, add 1d4 to that roll. If you would cause creatures within that range to make a dexterity saving throw, subtract 1d4 from their rolls. While attuned to Eyes of the Eagle, you add or subtract 1d6 from those rolls instead.
Flight Maneuvers
Starting at 9th level, you gain three maneuvers that you can perform with your Arcane Wings. You can choose from the list below, and can exchange a maneuver you can perform with a different one when tinkering with the Flight Generator during a long rest. Only one maneuver can be performed per turn.
Air Launch (Dragonoid or Feathered pattern)
When an creature would trigger an opportunity attack from you, you can instead use your reaction to force them to succed on a strength saving throw against your spell save DC. On a fail, they are pushed in 5ft in a direction of your choice and knocked prone. A creature may choose to fail the saving throw and instead be pushed 15ft in a direction of your choice and isn't knocked prone.
Draconic Imitation (Dragonoind pattern)
Once per activation of Flight Generator, you may use a bonus action to force creatures in a 30ft cone to roll a wisdom saving throw. On a failure, creatures take 2d4 psychic damage and become frightened of you for 1 minute. They may roll a wisdom save at the end of their turns, ending the effect on themselves on a success
Dragon's Rage (Dragonoid pattern)
Once per activation of Flight Generator, you may use an action to channel this patterns magic into an elemental blast. Creatures within a 30ft cone or a 60ft line must make a dexterity save. On a fail, they take 3d6 damage of acid, cold, fire, or lightning damage of your choice, taking half as much damage on a success. As you take this action, you may expend a spell slot of 1st level or higher, adding 1d6 to the damage for each level of the spell slot expended this way.
Flight Burst (Feathered or Insectoid pattern)
You can overcharge the Flight Generator and take the dash action as a bonus action. You cannot use this maneuver for 1 minute after using it.
Fly By
When you hit a creature with a melee weapon attack within 5ft of you, you can attempt to grapple them as part of the attack.
Light Up (Insectoid or Feathered)
You may use a bonus action to have your wings emit bright light within 10ft and dim light out to 20ft until the end of your next turn. Enemies within the bright light have disadvantage on attack rolls against you.
Madenning Presence (Insectoid pattern)
When you hit a creature with an attack within 30ft of you, you may force that creature to succed on a wisdom saving throw. If they fail, they take 1d4 psychic damage and have disadvantage on attack rolls against creatures other than you until the start of your next turn.
Puff of Plumage (Feathered pattern)
Twice per activation of Flight Generator, when you are hit with an attack, a cloud of feathers envelops you in a 5ft radius until the start of your next turn. While in this area, you gain a +5 bonus to your AC, including against the triggering attack, and this area is heavily obscured. When you use this ability, when a creature enters the area of effect for the first time on their turn, or when a creature starts their turn in the area of effect, they take 2d4 slashing damage
Sudden Gust
As a bonus action, you may fly 10ft in any direction. This gust extinguishes small open flames and clears any fog, smoke, or mist within a 15ft radius around you. Creatures within 10ft of you must succeed on a strength saving throw against your spell save DC or be pushed 5ft and take 1d6 slashing damage .
Swooping attack
When you hit with a melee weapon attack, and you moved at least 15ft by flying beforehand, add 1d6 to the damage roll. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Wing Attack (Dragonoid or Feathered pattern)
As an action, you may make a melee spell attack that you are proficient with against a creature within 5ft of you. You use your intelligence modifier for the attack and damage rolls of this attack. On a hit, you deal 1d8 slashing damage and you may make this attack again targeting another or the same creature.
Flight Mastery
Starting at 15th level, you have gained mastery over your Flight Generator and the use of your Arcane Wings, being able to make changes on the fly. You can now change the pattern of the Arcane Wings during a long rest, you can learn an additional Flight Manuever, and once per long rest, you can exchange one manuever you know for another that your selected pattern can use when you activate Flight Generator. More than one Flight Manuever can now be performed during a turn.
Previous Versions
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this looks really good however i do not see a spells table so i don't see how it mechanically gives you prepared spells, could we get an update?