Base Class: Artificer
Pilots specialize in vehicles, be they magical jetpacks, boats, or even airships.
Airfoil
At 3rd level, you've gained the ability to construct and operate an airfoil. It can attach to any creature's back, and cannot be removed against their will, except by you. The airfoil gives you a total pool of 1.5x your walking speed (rounded up to the nearest 5) that you can distribute. You can, in increments of 5 feet, distribute this pool to swimming and flying speeds, which is added to the speed of whatever creature has the airfoil equipped. You can change your distribution during a short or long rest. Your speed pool is increased to 2x your walking speed at level 9, then 2.5x at 15th level. Before 9th level you cannot fly using the airfoil, but if you allocate 15 feet or more to flying you are able to subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall when not incapacitated.
Airfoil Overclock
Starting at 5th level, you can use a bonus action on your turn to cause your airfoil to increase efficiency, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to half your movement speed without provoking opportunity attacks.
Blink
You learn the Misty Step spell.
Airfoil Stabilizers
If you move 15 feet or more on your turn, you gain advantage on all attack rolls on that turn.
Airfoil-Mounted Cannon
Once per long rest, if you move 30 feet or more on your turn with your airfoil equipped, you can use your action to fire your airfoil's spinal cannon. All creatures in a 5 foot wide, 60 foot long line must make a Dexterity saving throw against your spell save DC or take (78)12d8 force damage, taking half damage on a success.
Comments