Jetpacker (5e Artificer Specialist)
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Jetpacker[edit]
Masters of assisted flight, each jetpacker builds their own flight device and uses it to soar through the skies and reach the highest peaks.
Jetpack specialists can use their devices to move nimbly through the air, strike from the air, and even attack with the blast of their flight systems.
Tools of the Trade[edit]
Starting at 3rd level, you gain proficiency with inventor tools. If you are already proficient with these tools, choose another type of craftsman tool to gain proficiency with.
Jetpacker Spells[edit]
Also, at 3rd level, you have some spells always prepared, when reaching certain levels in this class, as shown on the Jetpacker Spells table.
These spells count as artificer spells for you, but do not count against the maximum number of artificer spells you can prepare.
Jetpacker Spells Spells
Artificer Level | Spells |
---|---|
3rd | feather fall, jump |
5th | gust of wind, levitate |
9th | ashardalon’s stride [1], fly |
13th | freedom of movement, thunder step[2] [3] |
17th | wings of liberty [4], conjure volley |
The spell wings of liberty is described below.
Jetpack[edit]
Also at 3rd level, you have built a jetpack (or other personal flight tool, such as a belt or rocket boots, propeller, mechanical wings, powered sail, or similar), which you can use to assist you in movement and even fly for short periods.
You can spend a bonus action to use your Intelligence score in place of Strength to calculate how far you can jump, even without having moved for 3 meters before jumping. You can repeat this assisted jump every turn, to continue staying in the air.
Alternatively, again as a bonus action or as part of a jetpack-assisted jump, you can levitate for one round a short distance from the ground, avoiding any dangers or obstacles to your movement. At the start of each turn you can use a bonus action again to continue levitating, otherwise you land.
Finally, as long as you have any available uses of this feature, your falling speed is 60 feet, and you land on your feet without taking damage.
You can use these abilities a number of times equal to your proficiency bonus. You regain all uses of this feature after a long rest.
Aerial Assistance[edit]
At 5th level, you can use an action to pick up an ally, no larger than yourself, at any point during your movement, as long as you are in the air, for example through an assisted jump with your jetpack, or through levitation or flying.
At the start of your next round you must drop them but you can keep carrying them by using another action at the start of your round.
Explosive Propulsion[edit]
At 9th level you learn how to use your jetpack as a weapon. You can use an attack action to produce a controlled explosion with your jetpack. The blast hits targets adjacent to you, covering a 15-foot cone area.
Creatures in the area take 1d8 thunder damage and 2d6 fire damage + your Intelligence modifier and must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Intelligence modifier), or be pushed back 5 feet.
You can use this feature a number of times equal to your Intelligence modifier, and you regain its uses on a short rest.
Assisted Flight[edit]
Starting from 9th level you improve the capabilities of your jetpack.
By using a bonus action, as per the Jetpack feature, you gain a flying speed of 60 feet until the start of the next round.
You can continue flying by using another bonus action at the start of the round, otherwise you will begin to fall.
Ace of the Sky[edit]
At 14th level, you can always use your bite, even when you are not raging.
From 15th level, you get the following benefits:
- You can use your Jetpack feature a number of times equal to double your proficiency bonus.
- When you use Assisted Flight you can fly for 1 minute per use, rather than just one round.
- While in the air you gain a +2 to your AC.
5e Spell
Wings of Liberty
5th-level transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a bird feather imbued with fuel.)
Duration: 1 minute
Casters: Artificer
You touch a willing creature. The target gains a fly speed of 60 feet for the duration of the spell. Additionally, it becomes immune to the effects of winds that can move or stop it.
Spells and other magical effects cannot reduce his speed and cannot make him paralyzed or restrained.
The target can also expend 5 feet of movement to automatically escape nonmagical restraints, such as a pair of handcuffs or a creature that has grabbed it.
Finally, if the target is underwater it moves at its flying speed, it suffers no penalties to its movement and attacks.
When the spell ends, the target gently descends to the ground as if under the effects of feather fall.
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the bluez in the dungeonv |
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Action Type | Other + |
Author | the bluez in the dungeon + |
Canon | true + |
Caster | Artificer + |
Class | Artificer + |
Component | V +, S + and M + |
Consumable Components | true + |
Identifier | 5e Artificer Specialist + |
Level | 5 + |
Range | Touch + |
Rating | Undiscussed + |
School | Transmutation + |
Summary | Artificers who dream of being able to soar in the sky dedicate themselves to the study and practice of the jetpacker specialty.. + |
Title | Jetpacker + |
Valuable Components | true + |