Artificer
Base Class: Artificer

Aeronauts are all about aviation and all things flight. Able to create a small flying contraption to assist with a variety of tasks, and even able to make a personal flying machine.

Tool Proficiency

3rd-level Aeronaut feature

You gain proficiency with Tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Aeronaut Spells

3rd-level Battle SmithAeronaut feature

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

Zephyr Strike, Feather Fall

5th

Gust of wind, Warding wind

9th

Call Lightning, Fly

13th

Storm Sphere, Summon Elemental (Air)

17th

Cloudkill, Control Winds

Thopter

3rd-level Aeronaut feature

Your tinkering has borne you a customizable flying contraption, a thopter. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Thopter stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and its method fir flying; your choice has no effect on its game statistics.

In combat, the Thopter(s) share your initiative count, but it takes their turn immediately after yours. They can move and use their reaction on its own, but the only action they takes on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the thopter(s) flies in place until then end of combat, in which the thopter(s) fall to the ground

If the mending spell is cast on it, it regains 2d6 hit points.  As an action you can activate a built Thopter. The Thopter is active for 10 minutes, afterwards it deactivates and falls to the ground

At the end of a long rest, you can create a new Thopter if you have your tinker's tools with you. The thopter also perishes if you die. When you do, you choose its mode (Spy , Bombard , or Assault mode). If you already have a number of Thopters from this feature that is greater than your PB, the first one immediately perishes.

Thopter

Armor Class 12

Hit Points 2 + your Intelligence modifier + five times your artificer level (Assault mode only)

Speed 50 ft. Flying

STR
8 (-1)
DEX
15 (+2)
CON
10 (0)
INT
(−5)
WIS
10 (+0)
CHA
(-4)

Saving Throws Dex +2 plus PB, Con +0 plus PB

Skills Perception +0 plus PB × 2, Stealth +2 plus PB x 2 (Spy Mode only)

Damage Immunities poison and psychic

Condition Immunities charmed, exhaustion, poisoned,prone,frightened

Senses darkvision 60 ft., passive Perception 10 + (PB × 2), (Spy mode) Artificer and the Thopter share sight.

Languages understands the languages you speak

Challenge RatingProficiency Bonus (PB) equals your bonus

Flyby — the Thopter does not provoke opportunity attacks when it flies out of reach.

Rigged explosives. (Bombard mode only) When the Thopter is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC equal to Artificer spell DC Dexterity saving throw. On a failed save, the creature takes PBd6 Force damage and PBd6 Fire Damge and is knocked Prone. On a success, the creature takes half as much damage.

Actions

Force-Empowered Beam. (Assault mode only) Ranged Weapon Attack: +2 plus PB to hit, ranged 30 ft., one target. Hit: 6 (PBd6 + 2) Force damage.

Hologram Projection. (Stealth mode only) can cast Minor Illusion and Dancing Lights using your artificer spell DC

Self-Destruct. (Bombard mode only) The Thopter reduces itself to 0 hit points, triggering its Rigged Explosives trait.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Intercept Attack. If an ally if hit with an attack while within 5ft of the Thopter, the Thopter moves to be in between that attacker and the target. The Thopter is then the new attack target. (The attack is still a hit on the Thopter)

Rudimentary Flying Machine

5th-level Aeronaut feature

You've learned new ways to harness the inventions of flight. Your new contraption can be worn by you or an ally, and you decide what it looks like. While wearing the flying contraption you gain the following:

  • A flying speed of 5ft times your PB(increases to 10ft at Level 9, and 15ft at level 13).
  • You can only fly in a straight line until you reach level 13
  • When you end your turn in the air, you float down 30ft towards to ground, taking no fall damage.
  • You do not provoke opportunity attacks when you fly out of an enemy's reach.
  • You can dash as a bonus action during each of your turns.

Additional Thopters

9th-level Artificer Feature 

You can now have 2 diffrent Thopters active at any given time. 

Improved Thopters

15th-level Aeronaut feature

Your Thopters become more powerful:

  • Spy mode Thopters can use any artisans tools and it has double proficiency with Theives tools. Once per long rest, the Thopter can become invisible for 1 minute.
  • Assault mode Thopters can cast a copy of an attack roll spell that you cast on your turn, and will be treated as if you cast the spell 1 level higher(the same spell slot that was chosen will be used)
  • Bombardment mode Thopters have plus 5 to their Self-Destruct DC, the range is increased to 30ft and the damage die changed to d8

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2024 6:30:59 AM
1
1
1
Coming Soon
Aeronaut (W/Thopters) Image

Comments

Posts Quoted:
Reply
Clear All Quotes