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*Dungeons & Dragons
An Aeronaut Artificer?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8272333" data-attributes="member: 6906155"><p>Okay, here is my take:</p><p></p><p><strong>Aeronaut (Artificer subclass)</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Ace Pilot (3rd level)</strong></p><p>You gain proficiency with Air/Water vehicles. If you already have this proficiency, you gain proficiency with one other vehicle or type of artisan’s tools of your choice. You can use any vehicle your are controlling as your spellcasting focus. Whenever you make a skill check to control and air vehicle you have advantage on the check. [Eberron specific: you can use a <em>Wheel of wind and Water</em> as if you possessed the Mark of Storm dragonmark.]</p><p></p><p><strong>Flight Suit (3rd level)</strong></p><p>When you complete a long rest, provided you have smith’s tools in hand, you craft an item which may be a backpack, boots, or incorporated into your armor. When you have this item equipped you have a fly speed of 30'. The item continues to be your flight suit until you craft another such item or you die.</p><p></p><p><strong>Powered Flight (5th level)</strong></p><p>The base speed of your Flight Suit increases to 40 ft. As a bonus action you can double the speed of any air vehicle you are controlling, or your own fly speed, for 1 minute. You can use this ability once per short or long rest. You can burn a spell slot to gain an extra use of this ability. If you burn a spell slot higher than 1st level the duration increases to one minute per spell level. Alternatively, you use this ability to carry one extra creature per spell slot level of medium size or smaller without suffering from any encumbrance effects (you must grapple hostile creatures first).</p><p></p><p><strong>Quick reactions (5th level)</strong></p><p>If you are falling you can activate your flight ability as a reaction and hover.</p><p></p><p><strong>Enhanced aeronautical engineering (9th level)</strong></p><p>When you complete a long rest, provided you have smith's tools in hand, you can use your skills to improve either your flight suit or your vessel. Whichever you choose to enhance, it's base movement speed is increased by 10 ft and it's AC increases by 1. This ability can be used once per long rest and you cannot have more than one item enhanced in this way. When you use this ability you can give your ship/suit the properties of one of your infusions. This does not count against your maximum number of infusions and if it requires attunement you are automatically attuned to it without using an attunement slot.</p><p></p><p></p><p>That's enough for now, as for the spell list, I suggest spells that assist navigation could included.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8272333, member: 6906155"] Okay, here is my take: [B]Aeronaut (Artificer subclass) Ace Pilot (3rd level)[/B] You gain proficiency with Air/Water vehicles. If you already have this proficiency, you gain proficiency with one other vehicle or type of artisan’s tools of your choice. You can use any vehicle your are controlling as your spellcasting focus. Whenever you make a skill check to control and air vehicle you have advantage on the check. [Eberron specific: you can use a [I]Wheel of wind and Water[/I] as if you possessed the Mark of Storm dragonmark.] [B]Flight Suit (3rd level)[/B] When you complete a long rest, provided you have smith’s tools in hand, you craft an item which may be a backpack, boots, or incorporated into your armor. When you have this item equipped you have a fly speed of 30'. The item continues to be your flight suit until you craft another such item or you die. [B]Powered Flight (5th level)[/B] The base speed of your Flight Suit increases to 40 ft. As a bonus action you can double the speed of any air vehicle you are controlling, or your own fly speed, for 1 minute. You can use this ability once per short or long rest. You can burn a spell slot to gain an extra use of this ability. If you burn a spell slot higher than 1st level the duration increases to one minute per spell level. Alternatively, you use this ability to carry one extra creature per spell slot level of medium size or smaller without suffering from any encumbrance effects (you must grapple hostile creatures first). [B]Quick reactions (5th level)[/B] If you are falling you can activate your flight ability as a reaction and hover. [B]Enhanced aeronautical engineering (9th level)[/B] When you complete a long rest, provided you have smith's tools in hand, you can use your skills to improve either your flight suit or your vessel. Whichever you choose to enhance, it's base movement speed is increased by 10 ft and it's AC increases by 1. This ability can be used once per long rest and you cannot have more than one item enhanced in this way. When you use this ability you can give your ship/suit the properties of one of your infusions. This does not count against your maximum number of infusions and if it requires attunement you are automatically attuned to it without using an attunement slot. That's enough for now, as for the spell list, I suggest spells that assist navigation could included. [/QUOTE]
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