One of the most dangerous obsessions an artificer can
pursue has always been mechanical flight. Many strive for
this lofty goal, and all but the most dedicated, and often the
most foolhardy, artificers fail in their pursuits. Experiments
that end in disastrous explosions, catastrophic falls from the
sky, and deadly malfunctions are not out of the norm for an
Aeronaut perfecting their mechanical flying machine.
You constantly strive to achieve the lofty goal of every
Aeronaut, the creation of an arcane flying machine.
Tool Proficiency:
At 3rd level, you gain proficiency with woodcarver's tools. If
you are already proficient in woodcarver's tools you gain
proficiency with another type of artisan's tools of your choice.
Artificer | Level Spell |
---|
3rd | feather fall, zephyr strike |
5th | dust devil, warding wind |
9th | fly, wind wall |
13th | death ward, summon elemental (air) |
17th | control winds, steel wind strike |
Features:
Flying Machine
Flying Machine
3rd-Level Artificer, Aeronaut Feature
At the end of a long rest, you can use
your woodcarver's tools to construct a Flying Machine. You
choose the Machine's appearance, but it has no effect on its
abilities. Your Flying Machine has the following features:
- It can be used as a spellcasting focus by you.
- It is built to fit you, and can be worn over light armor.
- When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.
- You gain a flying speed of 15 feet, which increases as you gain levels in this class; at 5th level (20 feet), 9th level (30 feet), and in finally at 15th level (60 feet).
- When you make a weapon attack while at least 5 feet off the ground, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls.
You can only have one Flying Machine at a time, and
creating another causes the other to fall into disrepair.
Extra Attack
Extra Attack
5th-Level Artificer Feature
You can attack twice, rather than once, whenever
you take the Attack action on your turn.
Aerial Maneuvers
Aerial Maneuvers
9th-Level Artificer, Aeronaut Feature
While wearing your Flying Machine, you
can take the Dash action as a bonus action on your turn.
In addition, while you have your flying machine equipped,
you gain a bonus to your Dexterity ability checks and saving
throws equal to your Intelligence modifier (minimum of +1).
Master Aeronaut
Master Aeronaut
15th-Level Artificer, Aeronaut Feature
You have become a master of Aeronaut artifice. Beginning at
15th level, while wearing your Flying Machine and you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no
damage if you succeed, and only half damage if you fail.