Pilot
Overview
Frantically, the human pilot jukes his x-wing from side-to-side, trying desperately to shake his tail. In a last ditch effort, the pilot hauls back on the yolk, inverting his fighter, before quickly snapping off two proton torpedoes and vaporizing his opponent.
The sullustan maneuvers his B-Wing into position above the Star Destroyer’s shield batteries before dropping his payload. As he turns his craft to flee, he takes one last glance over his shoulder, just in time to see the bombs detonate the shield generator in a massive eruption.
As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The twi’lek pilot immediately takes evasive maneuvers, dodging the incoming volley, before giving her ships line of fire on the offenders.
Regardless of their choice of career, their origin, and their species, all pilots share one thing in common; the love of flight. They thrive under pressure, be it a dogfight, a bombing run, or smuggler evading the law.
Rank | Features |
---|
1 | Venture, Piloting Procedure |
2 | I’ll Try Spinning, Evasion |
3 | Versatile Pilot, Cunning Avoidance |
4 | That’s a Good Trick, Uncanny Dodge |
5 | Paragon Pilot, Pilot Extraordinaire |
Rank One Features
Venture
Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).
Piloting Procedure
Also at 1st rank, you learn tactics that are fueled by special dice called tactical dice.
Tactics
You learn two tactics of your choice, which are detailed under “Tactics” below. You can use only one tactic per turn, and you can only use each tactic once per round.
You learn an additional tactic at 3rd and 5th rank in this deployment. Each time you learn a new tactic, you can also replace one tactic you know with a different one.
Tactical Dice
You have two tactical dice, which are 1d4 s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a long rest.
You gain another tactical die at 2nd, 3rd, 4th and 5th in this deployment. Additionally, your tactical die changes when you reach certain ranks in this deployment. The die becomes a 1d6 at 2nd rank, a 1d8 at 3rd rank, a 1d10 at 4th rank, and a 1d12 at 5th rank.
Tactics
The tactics are presented in alphabetical order.
Attack Pattern Delta
When your ship makes a ship attack while there is a friendly ship within 100 feet of you, you can expend a tactical die to grant advantage to the roll. If the attack hits, add the result of the die to the attack’s damage roll.
Break the Lock
When you fail a Strength, Dexterity, or Constitution saving throw, you can expend a tactical die to attempt to recover. Roll the die and add the result to the saving throw.
Defense Screen
As a bonus action, you can expend a tactical die and take a defensive formation as long as there is a friendly ship within 100 feet of you. When you do so, your AC increases by the amount rolled on the die until the start of your next turn.
Koiogran Turn
When you are the target of an attack roll, you can expend a tactical die and attempt to maneuver out of the line of fire. Roll the die, take the result, and multiply it by 50. You immediately move that many feet in a direction of your choice. The orientation of your ship does not change.
Skim the Surface
As a bonus action, you can expend a tactical die and attempt to fly through the space of a hostile ship. Roll the die, take the result, and multiply it by 50. Your ship’s flying speed increases by that amount until the end of your turn. Additionally, moving through a hostile ship’s space does not count as hostile terrain this turn.
Snap Roll
When you are hit by a ship attack, you can expend a tactical die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.
Starship Charge
When you take the Ram action, you can expend a tactical die to increase the damage. On a failed save, the target ship takes additional kinetic damage equal to the amount rolled on the die + your ship’s Strength modifier. Your ship has resistance to the additional damage dealt by this tactic.
Target Acquired
As a bonus action, you can expend a tactical die and lock on to a target you can see. The next attack roll made by your ship has advantage, and if the attack hits, add the result of the die to the attack’s damage roll.
Rank Two Features
I'll Try Spinning
At 2nd rank, when you use take the Evade action, you have advantage on the Piloting check. If you already have advantage, you can instead reroll one of the dice once.
Evasion
Also at 2nd rank, your instinctive agility lets you dodge out of the way of certain area effects. When your ship is subjected to an effect, such as a proton torpedo or a seismic charge, that allows your ship to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw, and only half damage if it fails.
Rank Three Features
Versatile Pilot
Starting at 3rd rank, when you would expend a Tactical die, you can instead use a 1d4 . You can only use this feature once per round.
Cunning Avoidance
Also at 3rd rank, once per round, when your ship is hit with a ship attack or fails a saving throw, you can make an Intelligence (Piloting) check, and instead use that value for your AC or saving throw.
Rank Four Features
That's a Good Trick
At 4th rank, when you take the Evade action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on attack rolls it makes against you before the start of your next turn, instead of one.
Uncanny Dodge
Also at 4th rank, when an attacker that you can see hits your ship with an attack, you can use your reaction to halve the attack’s damage against your ship.
Rank Five Features
Paragon Pilot
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your Pilot Procedure feature when you finish a short or long rest.
Additionally, when you would make a Piloting check while deployed as a pilot, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Pilot Extraordinaire
Also at 5th rank, you are a master at the helm. As a bonus action, you can harness your experience in a brief but awe-inspiring burst. Until the end of your next turn, you have advantage on Piloting checks, your ship has advantage on Strength and Dexterity saving throws, and attack rolls against you have disadvantage.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.