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Aviator

Aviator

Aviator


The dream of flight has occupied the thoughts of many who are cursed with only their two feet. Mages have discovered ways to magically imbue themselves with the property, but some Artificers have a bolder approach to the problem.


Level 3 Features:


Tool Proficiency.


When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.


Aviator Spells.


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 prepare.


Artificer LevelSpell
3rdExpeditious Retreat, Feather Fall
5thGust of Wind, Warding Wind
9thConjure Barrage, Thunder Step
13thFreedom of Movement, Storm Sphere
17thFlame Strike, Steel Wind Strike

Jetpack.


You've built a wearable device that grants you the gift of flight. As a Bonus Action, you can activate the Jetpack and use it's features. The Jetpack is attached to you, can only be used by you, and can't be removed by another creature unless you're incapacitated. It has an AC equal to your Spell Save DC. When it is hit by an attack, you must make an Intelligence saving throw with a DC equal to half the damage taken or 10 (whichever is highest). On a success, you remain in flight, and on a failure, you fall 60 feet per round, repeating the save on the start of each of your turns.
The Jetpack has a number of charges equal to 1 + half your Artificer level, rounded down. Activating the Jetpack uses one charge and it stays active for 1 minute. Once 1 minute has passed, the charge is depleted at the end of your turn. You can choose to expend another charge to keep using your Jetpack once a charge is depleted, no action required. If you have no charges, or choose not to use another, you fall 60 feet per round. You regain half of your charges on a short rest, and all charges on a long rest. While your Jetpack is active, you gain the following features:
Fly.
You gain a flying speed of 30 feet.
Jet.
You can expend one charge (one that you aren't using to maintain your flight) to use the dash Action. When you use the Dash action this way, you can move up to 100 feet in a straight line, you must move the entire 100 feet before you take any other actions.
Homing Missiles.
You can expend one charge (one that you aren't using to maintain your flight) to cast Magic Missile as a first level spell. This spell is an Artificer spell for you. You can use this ability to cast Magic Missile at a higher level as you gain Artificer levels. 2nd level as a level 5 Artificer, 3rd level as a level 9 Artificer, 4th level as a level 13 Artificer, 5th level as a level 17 Artificer.


Level 5 Feature:


Booster Attachment.


At 5th level, you've made the energy of your Jetpack more efficient, and developed components to aid you without depleting it's resources. While wearing your Jetpack, you can make a long jump up to 30 feet. Additionally, you can fall 100 feet without taking any damage.



Level 9 Feature:


Dogfighting.


When you reach 9th level, while flying, you have advantage on melee and spell attack rolls against other flying creatures.



Level 15 Feature:


Rocketeer.


Starting at 15th level, the amazing speed you can propel yourself with is now weaponised. When you use your Jet ability, you can choose to activate a barrier of destructive force around you. Any creature within 5 feet of the path you dash across must make a Dexterity saving throw against your Spell Save DC. On a failure, each creature takes 4d10 Bludgeoning damage on a failed saving throw, or half as much on a successful one.
This ability can also propel you through matter. This ability can propel you through 20 feet of liquid or gelatinous material, 15 feet of soft material like fabric or sand, 10 feet of wood, 5 feet of reinforced wood, or 1 foot of stone or metal.






 

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