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# Aeronaut Specialization for Artificer ## Eye in the Sky An artificer who takes the aeronaut specialization has used all their skills and experience to construct a device that allows them to take flight and control a battlefield from above. They are scouts and wayfinders, snipers and tacticians, master engineers who have claimed the clouds as their domain. To be an aeronaut is to look to the heavens above and declare that even the sky is not the limit of your genius. ## Subclass Features ### Tools of the Trade *3rd-level Aeronaut feature*
You gain proficiency with navigator's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with Vehicles (Air). ### Aeronaut Spells *3rd-level Aeronaut feature*
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. #### Aeronaut Spells | Artificer Level | Spells | |:----:|:-------------| | 3rd | *fog cloud, zephyr strike* | | 5th | *earthbind, gust of wind* | | 9th | *counterspell, stinking cloud* | | 13th | *Galder's speedy courier, freedom of movement* | | 17th | *control winds, swift quiver* | ### Personal Aerial Device *3rd-level Aeronaut feature*
You have, in your studies and experimentations, been able to magically craft a personal aerial device which may take a form of your choosing such as a jetpack, rocket boots, mechanical wings, a shoulder-mounted hot air balloon, or some other form. You can, as a bonus action, expend a fuel charge to activate this device and take to the air. While the device is activated, you gain the following benefits: * You have a flying speed equal to 5 feet greater than your walking speed and can hover. * If you already have a flying speed from another source, the device increases that speed by 10 feet. * You have advantage on Wisdom (Perception) and Wisdom (Survival) checks. * You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. As a part of the bonus action used to activate the device, you may choose to either Dash or Disengage, as your rapid liftoff helps move you away from foes. Once aloft, you are able to stay airborne up to 1 minute. Your flight ends early if you are incapacitated or reduced to 0 hit points. If your flight ends early in this way, or you are still airborne when the duration ends, you fall at a rate of 60 feet per round. At the end of the fall you land prone, but take no falling damage. You have a number of fuel charges equal to your Intelligence modifier (minimum of 1) and regain all expended charges when you finish a long rest. ### Air Support *5th-level Aeronaut feature*
You have become experienced in attacking foes from the air. While a fuel charge is in use, you can attack twice, rather than once, whenever you take the Attack action on your turn. You can also, as a bonus action, grant yourself advantage on any ranged attack rolls against creatures that you can see when you are 30 feet or more above them until the end of your turn. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you complete a long rest. ### Versatile Fuel Application *5th-level Aeronaut feature*
At 5th level, you gain the following alternate uses of your Personal Aerial Device, which you can expend one fuel charge to use instead of the flight granted by your 3rd level feature: * **Accelerated Escapes.** As a bonus action, you can funnel greater power into your Personal Aerial Device to enable dizzying speed. For up to 1 minute, you can dash, dodge, or disengage as a bonus action. * **Concussive Strikes.** As a bonus action, you can use your Personal Aerial Device to propel yourself forward in battle. For up to 1 minute, once on each of your turns when you take the Attack action, you can add 1d6 of the weapon's damage type to your damage rolls. * **Flying Leaps.** As a bonus action, you can set your Personal Aerial Device to operate in short bursts. For up to 1 hour, your jump distance is tripled, and you have advantage on Athletics and Acrobatics checks. \pagebreak * **Sniper Scope.** As a bonus action, you can route the power of your Personal Aerial Device into your weapons and magic. For up to 1 minute, you gain a +2 bonus to all attack rolls, the range of your ranged weapons and spells is doubled, and spells with a range of touch have a range of 30 feet. You can have no more than one of these features active at a time. If you wish to have one of these effects in use at the same time as the standard flight granted by your Personal Aerial Device, you must expend one additional fuel charge to use the features simultaneously, for a total of 3 fuel charges to maintain flight and one of these features at the same time. ### Evasive Maneuvers *9th-level Aeronaut feature*
You have outfitted your Personal Aerial Device with an augmented boost mechanism for emergencies. As a bonus action while a fuel charge is in use, you can cast the *haste* spell on yourself without requiring verbal, somatic, or material components, and without requiring concentration. Once you use this feature, you cannot use your personal aerial device or expend any fuel charges until you finish a long rest. ### Turbulent Tenacity *15th-level Aeronaut feature*
Your time fighting among the clouds and resisting the buffeting winds has taught you to roll with unseen atmospheric blows. You gain the following benefits: * You have resistance to bludgeoning, cold, and thunder damage. * You have advantage on any saving throws against spells or other effects which would restrain, grapple, or reduce your movement. * If you have less than your full number of fuel charges, you can produce one fuel charge when you finish a short rest.