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= Artificer Specialization = | = Artificer Specialization = | ||
== Aeronaut == | == Aeronaut == | ||
The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut. | |||
<br><br> | |||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Aeronaut Feature''<br> | ||
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known. | You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known. | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || Fog Cloud, Zephyr Strik | ||
|- | |- | ||
| 5th || | | 5th || Dust Devil, Warding Wind | ||
|- | |- | ||
| 9th || | | 9th || Fly, Wind Wall | ||
|- | |- | ||
| 13th || | | 13th || Death Ward, Summon Elemental (air) | ||
|- | |- | ||
| 17th || | | 17th || Control Winds, Steel Wind Strike | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | |||
''1st Level Aeronaut Feature''<br> | |||
You gain Proficiency with Woodcarver's Tools. | |||
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==== Aeronaut's Harness ==== | |||
''1st Level Aeronaut Feature''<br> | |||
When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the Skyfall Harness Infusion, it doesn't count against your total number of Infusions Known, and you can ignore its Level prerequisite.<br> | |||
However, until you reach 5th Level in this class, only you can don the Skyfall Harness you create with this Infusion. For all other creatures, this Infusion fails to function. | |||
<br><br> | |||
==== Flying Machine ==== | |||
''3rd Level Aeronaut Feature''<br> | |||
You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use Woodcarver's Tools to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, or even elemental engines.<br> | |||
Your Flying Machine can only be used by you and can be attached to your Skyfall Harness. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.<br> | |||
As you gain Levels in this class, the Flying Speed granted by the Flying Machine increases: at 5th Level it increases to a 40ft Flying Speed, at 9th Level a 60ft Flying Speed, at 15th Level a 80ft Flying Speed, and at 20th Level a 100ft Flying Speed.<br> | |||
You can only maintain one Flying Machine, and creating a second one causes the magic of the previous one you have created to instantly dispel. | |||
<br><br> | |||
==== Airborne Assault ==== | |||
''5th Level Aeronaut Feature''<br> | |||
Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.<br> | |||
When you reach 15th Level in this class, this bonus Damage increases to 2d8. | |||
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==== Aerial Maneuvers ==== | |||
''9th Level Aeronaut Feature''<br> | |||
You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits: | |||
*You can take the Dash Action as a Bonus Action. | |||
*You add your Intelligence Modifier to Dexterity Checks and Saving Throws you make. | |||
<br> | |||
==== Master Aeronaut ==== | |||
''15th Level Aeronaut Feature''<br> | |||
You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br> | |||
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks. | |||
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== Alchemist == | == Alchemist == | ||
Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal | Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal |