Aeronaut

by Starling

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Aeronaut

Artificers who dream of flying into the folds of the aether eventually become Aeronauts. Using their magical contraptions to fuel their flight, Aeronauts who survive their field of study go on to become deadly forces to be reckoned with on the battlefield. Aviation is the newest field of study for artificery and as such did not see much use in battle until the end of the last war. However should the fighting ever start again, Aeronauts will be ready to fill the skies and prove their worth against the other artificer traditions.


For years people have gazed upon the firmament with wonder. The path to mastering the skies is not concrete and the creativity of many inventors has given birth to flying machines of all shapes and sizes. As an Aeronaut you decide what has inspired the design of your flying contraption. At your option, you can pick from or roll on the Aviator Muse table to determine what inspired your character.

Aviator Muse
d6 Inspiration
1 Great Beasts. You have studied the dragon, the griffin, and the roc. Your designs consist of massive indestructable wings that command dominion over the skies.
2 Elemental Air. You took to researching the elemental plane of air studying tempests and mephites alike. Your designs hold you aloft with an intricate system of rings and runes which conjure powerful gales to power your flight.
3 Extra Planar. Your research is more alien. Taking inspiration from the Gith and former Illithid empires has lead you to design truly unique forms of transportation such as a board which hovers using psychic energy.
4 Infernal Influence. Your research or dealings with fiends has procured some designs of infernal nature. Like their war machines you are kept in the skies by an engine that spites a torrent of flame in your wake.
5 Ancient History. Your study of old cultures has lead you to adapt their old ways and reinvent them in your image. Kite like contraptions made of canvass and resin are what you've designed to keep you airborne.
6 Original Design A flash of genius or years of dedicated hard work has lead you to design a type of aircraft that is unlike any other the world has ever seen before.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Vehicles (Air). Additionally, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Aviator Armaments

When you reach 3rd level you have adopted weapons to aid in your airborne fighting style. You gain proficiency with shortswords, rapiers, longbows, heavy crossbows and hand crossbows.

Amature Aeronaut by SIXMOREVODKA @Riot Games

Aeronaut Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aeronaut Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd feather fall, zephyr strike*
5th gust of wind, shatter
9th lightning bolt, wind wall
13th storm sphere, freedom of movement
17th control winds, steel wind strike*

*these spells can be found in Xanathar's Guide to Everything

Flying Contraption

At 3rd level you finish the process of creating your magnum opus, a flying machine. This contraption can be used as a spell focus for your artificer spells and can take any form you like. You can activate this machine as an action to gain its effects and end it as a bonus action. This machine consumes magic as a fuel and can stay active a number of hours equal to half your artificer level rounded down. The machine regains all expended hours when you complete a long rest.


Your familiarity with aviation has allowed you to master its intricacies and gain some acrobatic maneuvers to aid you in combat. While the flying machine is active you gain the following features:

Gift of Flight: You have a flying speed of 15ft. This speed increases to 30ft at 6th level and 60ft at 15th as you continue to improve your design.

Inventor's Flyby: Your movement using your flying speed does not provoke opportunity attacks if you have used an aerobatic maneuver on that turn.

Aerobatic Maneuvers: You learn the 3 following options to use while you fly.

Evasive Flight: When a creature targets you with an attack you can use your reaction to impose disadvantage on the attack roll. Alternatively if you succeed on a dexterity saving throw for an effect that would allow you to take half-damage. You can use this maneuver as a reaction to take none instead.

Reckless Propulsion: As a bonus action on your turn you can use this maneuver to double your flying speed.

Updraft Takeoff: As a bonus action you propel yourself upwards in a rush of wind. Each creature within 10 feet of you must succeed on a Dexterity saving throw or be knocked prone. You can then immediately fly up to half of your flying speed (rounded up).

You can use your maneuvers an amount of times equal to your Intelligence modifier (minimum of once) and recover all uses of this ability upon completing a long rest or until you spend a spell slot to regain uses of this ability equal to the level of the spell slot expended.

Propelled Blast

At 5th level You have learned to harness the kinetic energy of your movement and fuel it into your spells. When you move at least 15ft in a single direction then cast a spell using your flying contraption as the focus or make a weapon attack you can roll a d8 and add it to one of the damage rolls.

Mach 1 Upgrade

At 9th level you have tinkered with your flying machine to withstand the high strain of super sonic flight causing your maneuvers to make shock waves as you fly.

  • Your uses of aerobatic maneuvers now recharge after completing a short rest
  • When you use an aerobatic maneuver on your turn you can choose to make it supersonic. If you do then all creatures within 10ft of you must immediately make a constitution saving throw against your spell save DC. On a failed save they take 2d10 thunder damage and are deafened for 1 minute. On a successful save they take half damage and are not deafened. Creatures can repeat this save at the ends of their turns ending the condition on a success

Ace Pilot

At 15th level your experience in the air has made you an expert in aerial combat and flight. Finalizing your contraption's design you gain the following benefits:

  • The die from your supersonic shockwave increases to 3d10.
  • While you are airborne you are always under a freedom of movement spell.
  • When you fail a saving throw or ability check against an effect that would ground you or otherwise make you fall you can choose to succeed instead. Once you have used this ability in this way you cannot do so again until you finish a long rest.

-art from Studio Ghibli's Laputa Castle in the Sky

Additional Infusions

The following infusion options are added to your infusion list to choose from, at your DM's discretion, when you gain levels in this subclass.

Aviator Goggles

Prerequisites: Subclass: Aeronaut

Item: A pair of goggles or glasses.

While you wear these goggles you can see through magical and non-magical gas, clouds, fog, and other natural phenomena like it was clear weather.

Cloud Walker Boots

Prerequisites: Level 6, Subclass: Aeronaut

Item: A pair of boots.

While you wear these boots you can activate them as a bonus action on your turn or as a reaction to falling. While active they grant you immunity to fall damage and will allow you to walk on liquid and vapors (such as clouds, smoke and other such gasses) as if they were solid for 10 minutes. After they have been used in this way the boots become inert and regain their magic at the beginning of the next dawn.

Directional Control Enhancers

Prerequisites: Level 10, Subclass: Aeronaut

Item: A flying contraption

Your flying contraption gains more speed and stability while having this infusion equipped. Your contraption is granted the "Hover" trait for as long as this infusion is active.