Aerospacer
An Artificer Subclass by Beskarbonite
Tool Proficiency
When you select this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with another type of artisan's tools of your choice.
Aerospacer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Aerospacer Spells table. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare.
Aersospacer Spells Table
| Artificer Level | Spells |
|---|---|
| 3rd | Catapult*, Feather Fall |
| 5th | Gust of Wind, Levitate |
| 9th | Fly, Wind Wall |
| 13th | Dimension Door, Gravity Sinkhole (EGtW) |
| 17th | Control Winds*, Far Step* |
Spells with an * appear in Xanathar's Guide to Everything. Gravity Sinkhole appears in Explorer's Guide to Wildemount.
Jetpack
At 3rd level, your study of aerodynamics and graviturgy has allowed you to create a personal flying apparatus, also known as a jetpack. Your jetpack is worn on your back, takes 1 minute to don or doff (similar to light armor), and does not require a free hand to operate. While wearing your jetpack, you can use a bonus action to activate it, gaining the following benefits for 1 minute:
- You gain a flying speed of 40 feet and can hover
- You gain advantage on Dexterity saving throws
- You can carry a number of extra pounds equal to 15 times your Intelligence modifier
- You can use your jetpack as a spellcasting focus for your artificer spells
Only you can activate your jetpack. Once one minute passes, you can't activate your jetpack again until you finish a long rest or until you use your action to expend a spell slot to use this feature again.
At the end of a long rest, you can create a new jetpack provided you have smith's tools in hand. When you create a new jetpack in this way, your previous jetpack immediately ceases to function.
Improved Jetpack
At 5th level, your jetpack gains a number of charges equal to twice your Intelligence modifier (minimum of 4 charges).
While the jetpack is activated, you can spend these charges to produce one of the following effects:
- Self Guided Missiles: You can expend 2 charges to cast the Magic Missile spell as an action. You can expend extra charges to increase the spell's level, with each additional charge increasing the spell's level by 1.
- Protective Shielding: You can expend 2 charges as a reaction, either when you are targeted by an attack roll or a Magic Missile spell, to cast Shield.
- Full Thrust: You can expend 3 charges as a bonus action to double the flying speed you receive from your jetpack on your current turn.
Your jetpack regains all expendend charges whenever you finish a long rest.
Remote-Controlled Drone
At 9th level, you have learned how to create a small flying device which you can control independantly of yourself, also known as a drone. While wearing your jetpack (regardless of whether or not it is activated) you can use an action to expend 4 of your jetpack's charges to create a drone in the nearest unoccupied space, which uses the Remote Controlled Drone statblock in the end of this subclass' description. The statblock uses your Intelligence modifier in several places, as indicated by INT. If your Intelligence modifier is less than 1, use 1 in place of your Intelligence modifier in the statblock.
In combat, the drone shares your initiative. As a bonus action, you can telepathically command the drone to move up to its movement speed in any direction and perform a single action. While controlling the drone in this way, you are blinded and deafened to your own surroundings and instead see and hear as if you were in the drone's space. Additionally, whenever you cast an Artificer spell, you can cast it as if you were in the drone's space. If you issue no commands to the drone, it will simply take the dodge action.
If one hour has passed since you first created the drone, you expend charges to create another drone, the drone is reduced to 0 hp, or the drone is further than 1 mile away from you, the drone is harmlessly destroyed. You can also choose to destroy the drone at any time, no action required.
Aerial Master
At 15th level, you have become a master at utilizing your jetpack. Your jetpack is improved in the following ways:
- The jetpack's duration increases from 1 minute to 10 minutes, and you are able to deactivate the jetpack as a bonus action to reactivate it later, provided you still have duration remaining. However, expending a spell slot to activate the jetpack additional times still only does so for 1 minute per slot.
- Your jetpack's flying speed increases from 40ft to 60ft.
- The jetpack recovers half of it's charges after you complete a short rest.
- When your drone is destroyed, it explodes. When it explodes, each creature of your choice within 10 ft of it must make a Dexterity saving throw against your artificer spell save DC. On a failed save, the creature takes 8d6 force damage, or half as much damage on a successful save.
Remote Controlled Drone
Tiny Construct, Unaligned
- Armor Class 15 + INT (Natural Armor)
- Hit Points 4 x INT (INT x d4 + INT x 2)
- Speed 0 ft, fly 60 ft (hover)
STR DEX CON INT WIS CHA 6 (-2) 26 (+8) 14 (+2) 6 (-2) 6 (-2) 1 (-5)
- Saving Throws Dexterity +12
- Skills Acrobatics +12, Stealth +12
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Stunned
- Senses Passive Perception 8
- Languages None (only responds to your telepathy)
- Challenge --
Flyby. The drone does not trigger opportunity attacks as a result of flying outside of an enemy's reach.
Evasion. When the drone is subjected to an effect that forces it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. This trait does not function if the drone is incapacitated.
Manuverable. The drone can pass through and occupy a space occupied by another creature
Repair. If the drone is targeted by the Mending cantrip, the drone may expend one of its hit dice, roll it, and regain a number of hit points equal to the number rolled plus its Constitution modifier.
Actions
Short-Range Missile. Ranged Weapon Attack: +12 to hit, Range 20/60 ft, one target. Hit: 1 piercing damage plus 5 (2d4) force damage