Base Class: Artificer
Ever since you were little, you have always envied the birds, and insects that we're able to lift themselves off the ground, to pick themselves up, and just fly to wherever they wanted. You have always dreamed of taking to the skies yourself, and now that dream is a reality. All that hard work, if you call playing around trying to find a way to defy the laws of physics hard work, has finally paid off. Now you can take to the skies, now you can go wherever you want, now you are free.
Tool Proficiency
When you adopt this specialization at the 3rd level, you gain proficiency with Navigators tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Proficiency with this set of tools is effective for any terrain, not just the sea.
Aviator Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aviator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you can prepare.
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Artificer Level |
Aviator Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Wingset
Beginning at the 3rd level, you have developed a set of mechanical wings that grant you a flying speed of 60ft.
If your selected race already grants you wings, this creation simply acts as an augmentation that increases your flying speed to 60ft.
Your flying speed will increase as you gain levels in this class. The speed increases to 70ft at the 5th level, 80ft at the 9th level, and 90ft at the 15th level.
In addition, you can accurately maintain flight with this creation even while sleeping, allowing you to cover great distances over the duration of a long rest.
Thruster Boots
Starting at the 5th level, you have developed a set of thruster boots that increase your bonuses from taking the dash action.
Whenever you take the dash action you gain an additional +15ft movement whenever you take the dash action.
The bonus increases as you gain levels in this class. +30ft at the 9th level, and +45ft at the 15th level.
Icarus Strike
Starting at the 5th level, your increased momentum allows you to strike with greater force.
Whenever you take the dash action, you may use your bonus action to make a single attack with a range of melee.
Whenever you make an attack with a range of melee, while you have the benefits of the dash action. You may roll a d6 and add the bonus to your attack and damage roll.
The die increases to a d8 at the 9th level, and a d10 at the 15th level.
Precise Maneuvers
By the 9th level, you have developed an array of sensors and gyro stabilizers to increase your maneuverability while you’re in the air.
Whenever you end your turn at least 15ft off the ground, you may use your reaction to cause ranged attacks that target you to be made with disadvantage until the beginning of your next turn. Ranged attacks that already have disadvantage automatically fail.
Arctech Wingsuit
At the 15th level, you have developed a suit that allows you to fly at insane speeds.
As a bonus action, you may switch to and from Jet Mode. On the turn you enter Jet Mode, and any turn you start in Jet Mode, you gain the benefits of the Dash action. However, you cannot use the attack action while you are in Jet Mode.
While you’re in Jet Mode, you have resistance to non-magical damage.
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Posted Dec 16, 2020In light of the overall theme of the hit and run style aerial glass cannon, Icarus strike make no sense. It forces you to abandon nearly all advantages of the class and put yourself in striking range. I like the mechanics, but it doesn't fit with the focus on aerial maneuvering and mobility. Would make more sense for a melee focused or Rogue variant. I would recommend something ranged in place of it with fair damage capability, or versatility. I am currently building one that specializes in X-bow and can fire energy bolts with 6 damage options(the system is 5e based and seriously OP, 6 is a lot). It adds a bit of damage, but more importantly reflects the Gadgeteer aspect of modular abilities that can be tweaked and adjusted. I also added maintenance requirements, as anything with moving parts will have in exchange for a bit of creative freedom with said Gadgets (There are several allocated currently).
Can't really chime in as far as scaling, our system is insane and commonly sees 3 to 4+ digit ability scores (my lvl 10 Pugilist has a Strength of 148).
Love the class concept overall. Didn't actually change anything for personal use, just augmented with powers from our game rules.
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Posted Aug 23, 2020seems pretty interesting, though I'd suggest making it have a couple of optional combat features.let's say at level 15 you'll get an combative option for on your suit. .for example maybe you can shoot a short range explosive at a target within a 60ft radius while in flight that deals 3d6 force/fire damage. at level 20 your weapon will get a final upgrade and, let's say for the rocket, maybe you can fire 3-5 rockets like magic missile, or maybe it can impose status effects.
as a whole I'd say it's not bad, just a suggestion
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Posted Mar 4, 2020I suppose that those abilities would make a lot of sense if you think of the wings as being these extremely strong, but that was not the perspective I was thinking of when I created the subclass. But I suppose there's nothing stopping you from creating specific feats such as those for yourself. However, a lot of spells provided could be interpreted that way already. Such as the spell 'Gust of Wind' where you create a line of difficult terrain and creatures within it must make a saving throw or be knocked prone. As far as the defensive ability you mentioned goes, it just doesn't fit with the style of the class. On one hand, it seems like all the abilities are just about going fast but combined with all the spells that alter other creature's movement speeds and those that increase your own. Grants you the ability to completely decide the positioning of the entire battle, giving you height and cover advantages while depriving your opponents of them. An ability that would require you to stand still next to your teammates would not fit into this archetype.
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Posted Jan 24, 2020Maybe adding a wing attack or something that knocks people prone. Or being able to wrap the wings around you or your allies to give a bonus to AC. Right now most of the abilities are just meh.
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Posted Dec 15, 2019Eh, this is the creator here, I just wanted to ask for any feedback from those of you who are using the subclass. I personally don't have Eberron so I cant playtest the material myself, as such your feedback is vital for any bug corrections and balancing changes. Thank you.