Base Class: Artificer
One of the most dangerous obsessions an artificer can pursue has always been mechanical flight. Many strive for this lofty goal, and all but the most dedicated, and often the most foolhardy, artificers fail in their pursuits. Experiments that end in disastrous explosions, catastrophic falls from the sky, and deadly malfunctions are not out of the norm for an Aeronaut perfecting their mechanical flying machine.
You constantly strive to achieve the lofty goal of every Aeronaut, the creation of an arcane flying machine.
(To reiterate once more, this is not my own HB but instead is made by Laserllama. This is being added to DnDB for purposes of a Westmarch that only uses HB submitted in DnDB)
Tools of the Trade
At 3rd level, you gain proficiency with woodcarver's tools. If you are already proficient in woodcarver's tools 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.
Aeronaut Spells
Artificer Level | Spell |
---|---|
3rd | feather fall, zephyr strike |
5th | dust devil , warding wind |
9th | fly, wind wall |
13th | death ward, summon elemental (air) |
17th | control winds , steel wind strike |
Flying Machine
Starting at 3rd level, at the end of a long rest, you can use your woodcarver's tools to construct a Flying Machine. You choose the Machine's appearance, but it has no effect on its abilities. Your Flying Machine has the following features:
It can be used as a spellcasting focus by you.
It is built to fit you, and can be worn over light armor.
When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.
You gain a flying speed of 15 feet, which increases as you gain levels in this class; at 5th level (20 feet), 9th level (30 feet), and in finally at 15th level (60 feet).
When you make a weapon attack while at least 5 feet off the ground, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Aerial Manuvers
Starting at 9th level, while wearing your Flying Machine, you can take the Dash action as a bonus action on your turn.
In addition, while you have your flying machine equipped, you gain a bonus to your Dexterity ability checks and saving throws equal to your Intelligence modifier (minimum of +1).
Master Aeronaut
You have become a master of Aeronaut artifice. Beginning at 15th level, while wearing your Flying Machine and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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9/5/2024 12:00:20 AM
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4
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1
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5e
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Coming Soon
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