Base Class: Artificer
Many have tried, and most have failed, their experiments ending in disastrous explosions, catastrophic falls, and deadly failures. Many a perspective Aeronaut has given up on their goals, determining that flight is not something they can attain without the aid of magic. Despite all this, you have focused your work on making this dream a reality. Through your experiments, you have finally achieved that lofty goal of the Aeronaut. Flight.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you are already proficient with woodcarver's tools, you instead gain proficiency with one type of artisan's tools of your choice.
Aeronaut Spells
Artificer Level | Spell |
---|---|
3rd |
Grease, Shield |
5th |
Arcane Lock, Blur |
9th |
Haste, Spirit guardians |
13th |
Wall of flame, Dimension door |
17th |
Cloudkill, mass cure wounds |
Flying Machine
Upon adopting this speciality at 3rd level, you craft your own personal flying machine. It can be worn over your clothing and be used as a spellcasting focus by you. If it is destroyed you can construct a new flying machine at the end of a long rest, as long as you have access to you Woodcarver's or Tinkerer's tools. You can only maintain one flying machine at a time, and if you spend the time to construct a new one, your previous flying machine becomes unusable.
As a bonus action on your turn, you can activate your flying machine to grant yourself a temporary flight speed equal to your remaining movement speed, as a part of this bonus action you can also use the dash action. This temporary fly speed lasts until the end of your current turn. While in-flight, opportunity attacks against you have disadvantage.
You cannot use this ability while wearing heavy armour or using a weapon with the heavy property. If you end your turn midair you immediately fall to the ground.
Exhaust Venting
At 3rd level, when activating your flying machine within 5ft of a creature, you can force them to make a CON saving throw (DC {{savedc:int}}) or take force damage equal to {{classlevel}}.
You can benefit from this feature a number of times equal to your proficiency bonus.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Aerial Maneuvers
Starting at 9th level, your improvements to your flying machine have made it more reliable. The flying speed granted by your flying machine is equal to double your movement speed, and you can hover in place if you end your movement mid-air.
In addition, when you make an attack while flying at least 10ft off the ground you can grant yourself advantage on the attack roll. You can use this ability a number of times equal to {{modifier:int}} and you regain all expended uses when you finish a long rest.
Master Aeronaut
Upon reaching 15th level you have reached the peak of Aeronautical expertise. You gain the following benefits while your flying machine is equipped:
- When making a weapon attack or spell while flying you gain a bonus to the attack roll equal to {{modifier:int}}.
- You have advantage on all Dexterity saving throws.
- Your flying machine can bear the weight of an additional medium creature other than yourself.
Comments