Artificer
Base Class: Artificer

Normally, someone only focuses on combat or scouting on the ground. However, Flywright artificers aim to use Air Superiority to over power opponents and mid to long range scouting. Primarily, this is done through the creation of aircraft and use of movement in the skies. 

Level 3: Flywright Spells

Artificer Level Spells
3 Chromatic Orb, Magic Missile
5 Find Traps, Moonbeam
9 Sticking Cloud, Cannonball
13  Ice Storm, Locate Creature
17 Flame Strike, Scrying

 

M.A.C. (Magical Air Craft)

Once per long rest, you can create an aircraft powered purely by your magical powers using Tinker's Tools. This aircraft is friendly to you and your allies and will also obey any of your commands. It can be rebuilt over one long rest and it looks however you choose, a quad-copter, helicopter, mechanical bird, etc. The aircraft can also be put back together or healed with mending for 2d6 + Int. Mod. healing. It disappears after reaching 0 hit points and you may dismiss it early with a Magic Action.

M.A.C. In Combat. In combat, the aircraft shares your initiative and can use its turn while you take your turn. It can only listen to you as long as you are not incapacitated condition and if it receives no commands it will take the dodge action. 

Restoring the M.A.C. (3/Day). If the aircraft is destroyed in the previous hour, you can the magic action to cast mending with a leveled spell slot. After 1 minute of the initial cast, the aircraft springs to life with full hit points. 

 The aircraft has the following stats

Magical Air Craft

Small or Medium Construct, Neutral

AC 11 plus your Intelligence modifier

HP 3 plus three times your Artificer level (the beast has a number of Hit Dice [d8s] equal to your Artificer level)

Speed 50 ft flight.

    Mod Save
STR 8 -1 -1
DEX 14 +2 +2
CON 12 +1 +1
    Mod Save
INT 4 −3 −3
WIS 10 +0 +0
CHA 6 −2 −2

Immunities Poison; Charmed, Exhaustion, Poisoned

Senses Darkvision 100ft.; Passive Perception 10

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Aerial Bond. Add your Proficiency Bonus to any ability check or saving throw the aircraft makes.

Actions

Dash, Hide, Help, Disengage

Force Turret. Ranged Attack Roll: Bonus equals your spell attack modifier, reach 140 ft. Hit: 2d6 + 2 plus your Intelligence modifier Force damage. The aircraft makes a ranged spell attack from itself to another creature or object  it can see within 140 ft of itself. 

Repair (3/Day). The aircraft, or one Construct or object it can see within 5 feet of itself, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.

Payload. The aircraft releases any items stored in the cargo bay section of it directly below itself. The items hit the ground at a normal speed with gravity.  

Bonus Action

Aerial Reconnaissance. You gain the ability to see through the aircraft's camera or eyes, if it's given one or multiple. Through this sight, you also can see with any special types of vision, dark vision, blind sight, etc, and this lasts until the start of your next turn. 

Tools of the Trade

Vehicle Maintenance. You gain training with air and land vehicles

Tool Proficiency. You gain proficiency with Smiths' Tools. If you already have proficiency with Smiths' Tools, you can choose another Artisan's Tools to gain proficiency in. 

Magical Aerial Redirection (M.A.R.)

If you cast a projectile spell at M.A.C., it can take a reaction to redirect the attack to another direction with full range that the M.A.C. can see. In this case, a projectile spell is any spell that originates from the caster to a specific point. For example, if you cast Cannon Ball on the M.A.C. from 300 ft, it can take the reaction, "Aerial Redirection", to redirect the cannonball left of itself. This cannon ball can go up to 300 ft, your choosing. 

Advanced Aerial Magical Use (A.A.M.U.)

Aerial Utilize. During a long rest or a short rest, you can fit a magic item for the M.A.C. to use. It can use this magic item as if it were an Artificer Spell Caster. If the wand allows the M.A.C. to cast a spell, it does this by taking the Magic Action on its turn. For example, if you gave the M.A.C. a wand of magic missile, it can use the wand to cast magic missile as a magic action on its turn up to level 3, your choice, on to an enemy that it can see. 

Improved Firepower. The turret and repair actions get an additional 2d6 to add to damage or healing. 

Magical Air Swarm (M.A.S.)

You can now create two M.A.C.s with tinker's tools during a long or short rest and can create a temporary one for 30 minutes by using a level 3 spell slot or above by taking a magic action for 10 minutes. If you take "Aerial Reconnaissance", you can see through any of the M.A.C.s that take the bonus action at once. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2026 7:38:48 PM
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6/19/2026 7:39:54 PM
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1
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