Aeronaut
Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return.
-Leonardo da Vinci
An Artificer Specialization
Aeronauts are artificers who have spent their careers studying the skies and the science of flight. The have learned how to craft little flying devices, and are extremely nimble in the air.
Tools of the Sky
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.
Aeronaut Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the 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 | Aeronaut Spells |
---|---|
3rd | feather fall, zephyr strike |
5th | gust of wind, warding wind |
9th | fly, wind wall |
13th | freedom of Movement, Galder's speedy courier |
17th | control winds, swift quiver |
Student of the Winds
When you reach 3rd level, your study of the skies has paid off in the following ways:
- Your movement speed increases by 10 feet while you aren't wearing heavy armor.
- You gain proficiency with hand crossbows, heavy crossbows and longbows.
Airborn Device
Also at 3rd level, you learn how to make a device that allows you or others to fly. Using your navigator's or tinkerer's tools, you can spend an hour creating a magical device that allows you to fly. You can do so as part of a long rest. The device is small, and can be worn by small or medium humanoids. Creatures wearing heavy armor cannot gain any benefits from the device. You choose your device's shape and appearance, such as a wingsuit or winged boots, but it can weigh no more than 50 pounds. Regardless of its appearance, the device can be donned or doffed as an action. If you create a new device, the first one created turns to dust.
Your airborn device has a number of flight charges equal to your proficiency bonus and regains all expended charges
when you finish a long rest. As a bonus action while you are within 30 feet of it, you can expend a flight charge to activate the airborn device and give the creature wearing it a bonus of +1 to their AC and a flying speed equal to their walking speed for 1 minute or until the device is removed. If the creature is still in the air when it loses this flying speed, it falls.
The number of flight charges your device has doesn't change when you create a new one or if your current device is destroyed: all remaining charges are always transferred to the newest device. As an action, you can touch your airborn device and expend a 1st level or higher spell slot to restore an expended flight charge to it.
Agile Aerialist
At 5th level, your time in the skies has made you faster and more agile. You can take the Dash or Disengage actions as a bonus action. Additionally, whenever you move at least 15 feet in a straight line towards a creature and then hit it with an attack, that attack deals an additional 1d6 damage.
Veteran Aviator
At 9th level, the flying speed your airborn device gives a creature also allows them to hover in midair. Additionally, you gain the following benefits:
- You gain proficiency in Dexterity saving throws, and have advantage on Dexterity checks and Dexterity saving throws as long as you are flying.
- You have resistance to falling damage.
Sky Walker
At 15th level, you have mastered the skies. A creature wearing your airborn device has a flying speed equal to its walking speed. Whenever you would expend a flight charge to give a creature wearing the device a flying speed, its flying speed is doubled for 1 minute or until the device is removed instead, and it also gains a bonus of +2 to its AC for the duration, instead of +1.
Art created using Midjourney AI