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The Pilot Specialist
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### The Pilot Master of the art of high mobility, pilots are equipped with a jump kit, Wich allow them to run and jump across the battlefield like no other. Add to that the use of magical items and tactical gears, piece of technological wonder that can be incredibly effective when use correctly, pilot are an unstoppable force on the battlefield. #### Pilot Features | Artificer Level | Feature | |:-:|:-:| | 3nd | Pilot training, Pilot Spells,
Jump Kit | | 5th | Extra Attack | | 9th | Evasive Maneuver | | 15th | Tactical Ability | #### Pilot training When you adopt this specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Additionnaly, when calculating your jump distance, you can use your dexterity instead of strenght. #### Pilot Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Pilot 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 | Faery Fire, Longstrider | | 5th | Mirror image, Misty step | | 9th | Fly, Haste | | 13th | Greater Invisibility, Summon Construct | | 17th | Wall of Force, Conjure Volley |
#### Jump Kit Starting at 3rd level, you've developed a piece of equipment called Jump Kit. you can spend a long rest creating a Jump Kit and adding it to a set of light armor. To do so, you must have a set of thinker tools and materials worth 10 gp. If you create a Jump Kit while one already exist, the old one is destroyed. While you are wearing the Jump Kit, you gain a pool of Tech dice equal to your intelligence modifier. These dice are d4, and you regain every expended dice at the end of short and long rest. As a bonus action, you can expend a Tech die to use one of the following techniques: - **DOUBLE JUMP**: Until the start of your next turn, your long jump speed is set to ten time the Tech dice, to a maximum of your movement speed, and as long as you moved 10ft horizontally this turn, you can jump with a running start, even if you are not touching the ground. If you jump while you are not touching the ground, you can complete the distance of your jump, even if doing so would exceed your movement speed. Additionally, for the duration, you don't take damage from falling. - **SLIDE**: You can move through another creature's space and then move in a straight line up to a number of feets equal five time the tech dice. This movement doesn't cost any movement speed. Additonally, during this movement, you don't provoke opportunity attack. - **WALL RUN**: You can choose to run along a vertical surface as part of your movement. Until the end of your turn, you gain a climb speed equal to ten time the Tech dice, to a maximum of your movement speed. If you jump while running along a wall, you can complete the distance of your jump, even if doing so would exceed your movement speed. #### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. #### Evasive Maneuver At 9th level, you've gain machine like reflex. As a reaction to being hit by an attack, you can spend a Tech dice and add the number rolled to your AC, potentially making the attack miss, you can then immediately move up to 10 ft without provoking opportunity attack. #### Improved Jump Kit When you reach 9th level, your tech dice change to d6s. Additionally, you can now put a second infusion on your jump kit, this second infusion requires attunement. #### Tactical Ability Starting at 15th level, you learn a new way to use your tech dice. You can prepare up to two tactical gear at the end of a long rest. Once you use a tactical gear, you can't do so until you finished a long rest. - **Grappling hook**: As a bonus action, you can expend one tech dice and cast Fly on yourself without expending spellslot. The spell doesn't require concentration and last a number of round equal to the tech dice. For the duration, you can use the Double Jump technique without expending any tech dice. - **Pulse blade**: As a bonus action, you can expend a tech dice and conjure a magical dagger. The dagger has a number of charge equal to the tech dice. When thrown on a surface or on a creature, the dagger expend one of it's charge to cast Faery fire center on itself. The spell ends at the end of your next turn. If the dagger is thrown at a creature and hit, the creature automatically fail his dexterity saving throw. The dagger loose all charges remaining charges at the beginning of a long rest. \pagebreak - **Stim**: As an action, you expend a tech dice and cast Haste on yourself without expending a spellslot. The spell last a number of round equal to the tech dice and you don't feel any fatigue when the spell end. The additional action granted by the spell casted this way can only be use to Dash, Disengage or use a jump kit technique. Additionally, you can use the Wallrun technique as well as the Slide technique without expending any tech dice. - **Cloak**: as a bonus action, you can expend a tech dice and cast Greater invisibility on yourself without expending spellslot. The spell last a number of round equal to the tech dice. If you roll a 1 on the tech dice, you can instead cast invisibility on yourself for its whole duration without expending any spellslot.
## Artificer Infusions
#### Energy Booster Modification *Item: A Jump Kit* When you expend a tech dice, you can add +1 to the roll.
#### Power Regulator Modification **Prerequisite: 6th-level artificer**
*Item: A Jump Kit* While wearing your Jump Kit and when you expend a tech dice, you can take the average (rounded down) instead of rolling it.
#### Power Condensator Modification **Prerequisite: 10th-level artificer**
*Item: A Jump Kit* While wearing your Jump Kit, your pool of Tech dice is now equal to your intelligence modifier +1.
#### Tactical Slot Modification **Prerequisite: 15th-level artificer**
*Item: A Jump Kit* While wearing your Jump Kit, you can prepare one more tactical gear.
> ##### All Images Belong To: > [Mayhem](https://marmeleiro212.tumblr.com/post/663333536990904320/mayhem-my-titanfall-oc), made by [Marmeleiro212](https://marmeleiro212.tumblr.com/) > [titanfallついぴくまとめ](https://danbooru.donmai.us/posts/4488025?q=titanfall), made by β版で1日遊んでいられます。