
Artificer Specialization
Jetfighter Specialization
"Isn't it more impressive to fly when you aren't born with it? when you have chosen to take to the sky when it has forsaken you?"
~ From the dual blade chronicles, chapter 81
Housed within a shell of lightweight steel and raining destruction from above, the Artificers known as Jetfighters use their knowledge of the arcane and practical to construct flying marvels of magic and technology. Masters of the skies, they utilise the advantage of the upper ground to its fullest extent, moving in ways that most men can only dream of.
Expanded Spell List
Starting at 3rd level, you begin to specialize your vessel in a variety of ways, granting it access to different spells based on the tasks they're designed for. Choose between Dogfighter, Spectre, and Freighter and consult the associated list of spells. While you are piloting it, you gain access to these spells and cast them as if they originated from your vehicle.
Dogfighter Spells
| Artificer Level | Spell |
|---|---|
| 3rd | guiding bolt, magic missile |
| 5th | cloud of daggers, moonbeam |
| 9th | conjure barrage, fireball |
| 13th | Otiluke's resilient sphere, wall of fire |
| 17th | conjure volley, flame strike |
Specter Spells
| Artificer Level | Spell |
|---|---|
| 3rd | Dissonant whispers, fog cloud |
| 5th | mirror image, pass without trace |
| 9th | blink, nondetection |
| 13th | dimension door, greater invisibility |
| 17th | control winds, mislead |
Freighter Spells
| Artificer Level | Spell |
|---|---|
| 3rd | catapult, unseen servant |
| 5th | enlarge/reduce, gentle repose |
| 9th | mass healing word, haste |
| 13th | death ward, freedom of movement |
| 17th | scrying, telekinesis |
Tools of the Trade
When you adopt this specialization at 3rd level, 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.

Construct Vessel
Also at 3rd level, through an insane amount of trial and error you have created a marvel of magical fueled engineering; The Aircraft. You can, as a 1 hour ritual craft a vehical specialised in flight. When you complete this ritual you choose one of the following aircraft forms; Dogfighter, Specter, or Freighter.
You have proficiency for piloting the aircraft and the aircraft uses the Aircraft statblock at the end of this document. If the mending spell is cast on it, it regains 2d6 hit points. If it was destroyed within the last hour, you can use your smith's tools as an action to repair it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Aircraft becomes fully operational 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Aircraft by performing this ritual again. If you already have an Aircraft from this feature, the first one immediately self destructs. The Aircraft also self destructs if you die.
Call Signs
At 5th level, your time in the skies has earned you a reputation that has burned itself into your core. When you gain this feature choose a call sign from the following options;
Iron Dragon. While piloting your Aircraft your aircrafts Artillery Fire dice increases to d10's.
Bronze Gryphon. While piloting your Aircraft it has resistance to non-magical bludgeoning, slashing, and piercing damage.
Arcane Raven. While piloting your Aircraft when you damage a creature using an Artificer cantrip it deals 1d6 extra damage.
Chrome Wings. While piloting your Aircraft you have advantage on Dexterity saving throws.
Aircraft Loadout
At 9th level, you learn how to use your artificer infusions to specially modify your Aircraft. That aircraft now counts as separate items for the purposes of your Infuse Items feature: armor, wings, cockpit, and the aircraft's engine.
Each of those items can bear one of your infusions, and the infusions transfer over if you change your Aircraft's mode with the Construct Vessel feature.
In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Aircraft.
Trailblazer's Tailwind
At 15th level, your prowess with creating aircraft has soared to new heights. You can have a number of aircraft similtaniously equal to your Intelligence modifier.
Additionally, you can choose a number of creatures up to your Intelligence modifier, those creatures can pilot an aircraft of your making with proficiency.

Aircraft
Large/Huge(Freighter only) Vehicle
- Armor Class 15/18 (Freighter only)
- Hit Points 2 + your Intelligence modifier + three times your artificer level
- Speed 10 feet, 40/50(dogfighter only) feet flying
STR DEX CON 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Same as pilot.
- Skills +PB Intimidation (dogfighter only), +PB Stealth (Specter only), +PB Acrobatics (Freighter only)
- Damage Immunities psychic, poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 120 ft (Specter only)
Daddy's Baby. The Strength, Dexterity, and Constitution score of the aircraft is equal to 8 + your proficiency bonus + your Intelligence modifier.
Decal. A creature with proficiency in painter's tools can spend 50gp worth of raw materials to adorn a decal on it. Until the aircraft is destory or reduced to 0 hit points, creatures within the airship have advantage on Charisma checks while the target can see the airship.
Projection. When you cast a spell with a range of self you can have the aircraft be the spells target instead.
Actions
Artillery Fire. Ranged Weapon Attack: Ammunition, + (Dexterity + PB), 200, one target. Hit 2d8 Piercing damage.
Reactions
Do a Barrel Roll. When you are the target of an attack you can perform evasive maneuvers granting disadvantage to the attack roll.