The Aviator — Dungeons and Dragons Homebrew
Artificer Specialisation
First homebrew of the batch! The Aviator Artificer, with a set of jet wings.
Link to download the full pdf at the end of this article.
The Aviator — Artificer Specialisation
Many artificers create a variety of trinkets and have a multitude of interests. But you have always been fascinated by the sky, by flight — to boldly challenge gravity with your inventions.
And now, after much trial and error, you have finally succeeded in creating a machine that gives you the gift of flight.
Level 3: Tool Proficiency
When you adopt this specialisation at 3rd level, you gain proficiency in leatherworker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Aviator Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aviator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Aviator Spells
Level Spell
3rd Fog Cloud, Zephyr Strike
5th Gust of Wind, Warding Wind
9th Lightning Bolt, Wind Wall
13th Freedom of Movement, Storm Sphere
17th Control Winds, Steel Wind Strike
Level 3: Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Level 3: Jetwings
By 3rd level, you have developed a working pair of jetwings. The jetwing mechanism can be worn over clothing, or it can be grafted onto a set of light armour over the course of one hour. It takes one minute to don or doff your jetwings. If they are grafted onto a set of light armour, this is part of the time it takes to don or doff that armour. It takes an additional hour to remove your jetwings from a set of light armour. Only you can wear the jetwings, as they are built to your specific dimensions and powered by your unique magic. While wearing the jetwings, you have the following benefits:
- You gain a flying speed of 30 feet.
- You gain a bonus to your initiative equal to your Intelligence modifier.
- While flying, you can take the Dash or Disengage action as a bonus action.
- You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your proficiency bonus.
If your jetwings break, creating a new pair of jetwings takes a total of eight hours.
Level 5: Extra Attack
Starting at the 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 9: Improved Jetwings
By the 9th level, you have improved the design of your jetwings, allowing you to move more freely in the air and enhancing your Jetwings feature. While wearing the jetwings, you gain the following additional benefits:
- Your flying speed increases to 45 feet.
- While flying, opportunity attacks against you have disadvantage.
- While flying, whenever you fly out of a space within 5 feet of a hostile creature, you can use your reaction to make a melee weapon attack against that creature.
- When you fall and aren’t incapacitated, you can choose to move one foot horizontally for every two feet you descend.
Your jetwings are also easier to put on. You can spend an action to put them on and take them off.
Level 15: Perfected Flight
By 15th level, you have become a virtuoso of powered flight, combining superior engineering with a mastery of the air. While wearing your jetwings, you gain the following additional benefits:
- Your flying speed increases to 60 feet, and you can benefit from advantage to Dexterity saving throws.
- While flying, you can take both the Dash and Disengage actions as part of the same bonus action on your turn.
- You can spend an action to move 30 feet directly into the air without spending any movement and without triggering opportunity attacks. When you do so, each creature within 5 feet of the space you left must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save and half as much on a successful one. You can do so a number of times equal to your Intelligence modifier (minimum of 1), and you regain expended uses when you finish a short or long rest.
Download the full pdf on Patreon.
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About the Creator
Parliament Homebrew
Games, RPG and D&D homebrew (5th edition mostly, but can branch out on commission). All of my content is unofficial Fan Content permitted under the Fan Content Policy.
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Not a D&D person but really interesting story