Aviator (5e Class)
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- 1 Aviator
- 1.1 Masters of the Air
- 1.2 Creating an Aviator
- 1.3 Class Features
- 1.3.1 Table: The Aviator
- 1.3.2 Aviator Class Save DC
- 1.3.3 Gale Wings
- 1.3.4 Aviator Specialization
- 1.3.5 Winged Savior
- 1.3.6 Ability Score Increase
- 1.3.7 Adept Flyer
- 1.3.8 Extra Attack
- 1.3.9 Improved Durability
- 1.3.10 Winged Windstorm
- 1.3.11 Sky's Grace
- 1.3.12 Roost
- 1.3.13 Impossible Flight
- 1.3.14 Mach IV
- 2 Aviator Specialization
"An aarakocra dives from a cliff and swoops down to pick up his comrade, saving him from the dragon's fire."
"A Rito darts through the sky with incredible swiftness, raining down arrows from above with her shortbow."
"An avariel flips and spins through the air, causing her captivated enemies to fall into a hypnotic daze."
Aviators are at one with the sky, not only traveling through it as their plane of movement but implementing it into their battle tactics. They can fly at incredible speeds and are skilled acrobats, performing impossible feats of movement and dexterity while flying.
Masters of the Air
Aviators fight best while using their flying speed, raining down swift strikes in quick succession as they soar through the air. They are some of the fastest creatures on earth, focusing on out-speeding and out-maneuvering the opponent rather than using brute strength. Because the ability of flight is particularly rare in the Material Plane, Aviators are not commonly seen as adventurers. Aviators also hold strong beliefs in freedom and independence, using the winds themselves as their only guide through the world. They generally aren't the ones to start fights and prefer escaping from dangerous situations, but they will still practice self-defense if needed.
Creating an Aviator
When creating an Aviator, you must consider in your backstory how your character gained the ability of flight. Are they a member of race naturally born with wings, or did a spell-caster magically give your character a permanent pair of wings? Perhaps this is their only means of movement, and they will perish if they touch the ground by any means? Have fun with your reasoning behind your character's flight. Having the ability to fly at all times is absolutely necessary for an Aviator. If your character does not start at the beginning of the game with the ability of flight, it is recommended to choose a different class. Because of the rarity of Aviators, it is recommended to also discuss your character's proficiency and training in the arts of flying. Once you have explained your character's experience with flight, you'll be creating a wonderful Aviator character in no time at all!
- Quick Build
You can make an Aviator quickly by following these suggestions. First, Dexterity should be your highest ability score, as it is the basis of your character’s success in this class. Your next highest score should either be Charisma, Wisdom, or Constitution depending on what type of Aviator you want your character to be and the specialization that you choose. Lastly, choose the outlander background.
As a Aviator you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons, Rapiers, Scimitars, Shortswords, Whips, Hand Crossbows, Heavy Crossbows, Longbows
Tools: One type of artisan's tools or thieves' tools
Saving Throws: Dexterity, Strength
Skills: Acrobatics and choose two from Athletics, Perception, Stealth, Survival, and Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longbow with 15 arrows or (b) a shortbow with 25 arrows
- (a) a shortsword or (b) a rapier or (c) a scimitar
- (a) one type of artisan's tools or (b) thieves’ tools
- a pair of Aviator's Goggles
- (a) an explorer's pack or (b) a dungeoneer's pack
- studded leather armor
|1st||+2||Gale Wings, Aviator Specialization|
|3rd||+2||Aviator Specialization Feature|
|4th||+2||Ability Score Improvement|
|5th||+3||Adept Flyer, Extra Attack|
|6th||+3||Gale Wings (2), Improved Durability|
|7th||+3||Aviator Specialization Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Gale Wings (3), Aviator Specialization Feature|
|11th||+4||Sky's Grace, Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|14th||+5||Gale Wings (4), Winged Windstorm (2)|
|15th||+5||Aviator Specialization Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Aviator Specialization Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Mach IV, Gale Wings (5)|
Aviator Class Save DC
Whenever you force a creature to make a saving throw or skill check with an Aviator class feature, they must roll against your Aviator Class DC, which changes depending on the subclass you choose.
- Aviator Class DC (Aerialist)
- 8 + your Proficiency Bonus + your Charisma modifier
- Aviator Class DC (Admiral or Marksman)
- 8 + your Proficiency Bonus + your Wisdom modifier
Your ability to fly gives you fantastic speed in combat. Starting at the 1st Level, you gain 5 extra feet of flying speed. In addition, while you are not unconscious, you can slow your rate of descent while falling, allowing you to land on your feet as if you were under the effect of the feather fall spell. You gain 5 additional feet of flying speed at the 6th, 10th, and 14th levels. At the 20th level, you gain 10 additional feet of flying and walking speed.
Starting at the 1st Level, you also gain the ability to choose a kind of specialization of flight your character strives to pursue. Choose Aerialist, Admiral, or Marksman, all explained in detail at the end of the class description. The specialization you choose grants you features at the 1st Level and again at the 3rd, 7th, 10th, 15th, and 18th levels.
At the 2nd level, your wings have improved in strength to support additional weight while flying. During your turn, if you are flying or hovering, you can use a bonus action to pick up a willing creature of your size or smaller within 5 feet of you, and if you do, they travel the same distance and in the same direction as you do. You also share a space with the creature you pick up. At any time during your turn, you can use a free action to safely place the creature back onto the ground up to 5 feet away from your current location in any direction. The space where you place the carried creature back onto the ground must be an open space and cannot be occupied by another creature or object that they could not normally share a space with. When your turn ends, or when you expend your flying speed during movement, you must drop the carried creature or they fall. You cannot take the Attack action while you are carrying a creature.
Ability Score Increase
When you reach the 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach the 11th Level in this class.
At the 6th Level, your time flying has made you stronger against colder temperatures and areas of high altitude. You are now acclimated to Extreme Cold, as described on page 110 of the Dungeon Master's Guide. Additionally, the number of minutes you can hold your breath and the number of rounds you can survive after suffocating are doubled.
Beginning at the 9th Level, you've perfected the Aviator technique of infusing your weapons with the force of a blusterous tornado. On a hit, each of your attacks deal a bonus 1d6 force damage.This includes attacks made and/or enhanced by features found in this class.
Starting at the 11th level, the gods of the sky favor you as their champion, and as a result reward you with great speed. When rolling for initiative or making a Dexterity saving throw, you may add a bonus to that roll equal to half your Dexterity modifier (rounded up).
Starting at the 13th Level, the crisp, clean air begins to have a healing effect on you. On your turn, you can use a bonus action to regain Hit Points equal to 1d12 + your Aviator level. You must be outdoors or have access to fresh air in order to use this feature. After you use this feature, you cannot use it again until you finish a short or long rest.
At the 17th Level, your maneuverability and speed in the sky is unmatched. While using flying speed and/or hovering, you gain advantage on all Dexterity saving throws and Acrobatics skill checks you make.
At the 20th level, you are immune to wind damage and automatically succeed any saving throws against an attack, spell, creature, terrain, or feature that uses air or is made of air. In addition, you may take the Dash action as a bonus action.
Finally, you can use an action to break the sound barrier with your flying speed. Until the end of your turn, you can only make unarmed strikes or attacks with natural weapons, but they deal 3d8 wind damage instead of their normal value. You can also attack up to five times and can move an extra 5 feet of flying speed in-between each attack. The damage from this feature is unaffected by a creature's damage immunities and resistances. Additionally, you must use your Dexterity modifier for the attack and damage rolls. The aftermath of traveling at such a fast speed causes a wind-like aura to engulf you. Until the end of your next turn after using this feature, if a Large or smaller creature moves within 10 feet of you, or if you move within 10 feet of a Large or smaller creature, they must make a Constitution saving throw or become incapacitated until the end of their next turn. You must finish a long rest before you can use this feature again.
Although flying is a feat in itself, many have gone above and beyond to specialize in a fighting style based around their use of the sky. The specialization you choose also reflects your personality and opinion on fighting and conflict.
The Aerialist focuses on staying as far away from enemies as possible, dodging attacks and charming every creature they meet. Although their attacks pack less of a punch, they're almost impossible to hit.
- Majestic Flight
When you choose this specialization at the 1st Level, Creatures with a CR of 2 or less lose their immunity to being charmed by you. In addition, you can use an action to have one creature within 15 feet of you make a Charisma saving throw or become charmed until the start of your next turn. You can use this feature up to two times (three times starting at the 10th level, four times starting at the 15th Level, and five times starting at the 18th Level), afterwards you cannot use it again until you finish a short or long rest.
At the 3rd level, you don't provoke opportunity attacks when you fly out of an enemy's reach.
At the 7th Level, you gain the ability to use your flight capabilities to maneuver out of harm's way. While you are using flying speed and/or hovering, if a creature hits you with an attack, you can use your reaction to make a Dexterity saving throw. On a successful save, you take no damage from the attack. On a failed save, the damage you take from that attack is halved. The Impossible Flight class feature does not apply to this saving throw. You still receive any additional non-damaging effects from the attack regardless of the saving throw's result. You can use this feature once (twice starting at the 12th Level and three times starting at the 17th Level), afterwards you cannot use it again until you finish a long rest.
- Beautiful Feather
At the 10th level, Your flying is so graceful that your enemies are left in awe of your technique. Creatures with a CR of 8 or less permanently lose their immunity to being charmed by you. In addition, if you succeed the Dexterity saving throw from the Air-Dodge feature, the creature that tried to attack you becomes charmed until the start of your next turn.
- Feather Dance of the Heart
At the 15th Level, you learn how to hypnotize and manipulate the emotions of your enemies with your flying techniques. You can use an action to perform an emotionally moving flight technique that causes all enemies within a 20-foot radius of you or a party member within 30 feet of you to make a Charisma saving throw or become charmed until the start of your next turn. Once you use this feature, you must finish a long rest before you can use it again.
- Feather Dance of the Peaceful Cosmos
At the 18th Level, you have ascended in your skill while flying to match that of the gods. Creatures with a CR of 20 or less permanently lose their immunity to being charmed by you. In addition, you can use an action while airborne to soar into the stratosphere and perform an impossibly complex flight maneuver, causing all party members within a 50-foot radius of you to make a Charisma saving throw. On a successful save, they regain Hit Points equal to half of their maximum Hit Points, rounded up. On a failed save, they regain Hit Points equal to their maximum Hit Points divided by 4, rounded up. Hostile creatures within this 50-foot radius must also make a Charisma saving throw or become charmed until the end of their next turn. Once you use this feature, you must finish a long rest before you can use it again.
The Admiral focuses more on aggressive tactics, using their speed to gain an attack advantage over their opponents. They sacrifice their maneuverability for stronger attack power.
- Powerful Flight
When you choose this specialization at the 1st Level, you gain a +1 bonus to attack rolls you make while using melee weapons that you are proficient with.
- Winds of the Tempest
Beginning at the 3rd level, You have learned how to flap your wings such high speeds that they stir up a small windstorm. You can use an action to change a 10-foot cube of terrain within 5 feet in front of you to wild winds. You can use this feature up to two times (three times starting at the 9th Level and four times starting at the 15th Level), afterwards you cannot use it again until you finish a long rest.
- Dive Attack
At the 7th Level, you gain the ability to use a diving attack. When attacking a creature with a melee weapon while flying or hovering, you can choose to exit flight and add an additional die of damage to the attack. You can use this feature up to two times (three times starting at the 11th level, four times starting at the 15th Level, and five times starting at the 20th Level), afterwards you must finish a short or long rest before you can use it again.
- Tactical Flight
At the 10th level, you have learned to make quick decisions on where to fly while fighting. During your turn, you can use a bonus action to target a creature within sight. Melee attacks made by you against a targeted creature gain advantage until you miss. You must finish a long rest before you can use this feature again.
- Feather Dance of the Blade
At the 15th Level, you learn how to attack with so much force that it sends opponents flying backward. You can use an action to enchant a melee weapon in your possession, covering it in a high-speed breeze. Until you exit combat, each time you hit a creature with the enchanted weapon they must make a Strength saving throw or take 1d6 wind damage and be pushed 5 feet away. Creatures that fail the saving throw are pushed back in a straight line and in the opposite direction of where the attack originated. Once you use this feature, you must finish a long rest before you can use it again.
- Feather Dance of the Ruthless Tempest
At the 18th Level, you have ascended in your combat ability while flying to match that of the gods. While using flying speed and/or hovering and while using a melee weapon you are proficient in, you can add a bonus to attack rolls you make equal to half your Dexterity modifier (rounded up). Additionally, you can use an action while flying to soar into the stratosphere and perform an impossibly complex flight maneuver. This maneuver causes up to two enemies of your choice within 50 feet of your original location to make a Constitution saving throw. On a failed save, they take 15d6 wind damage or three-fourths as much damage on a successful one (rounded up). The damage from this feature is unaffected by a creature's damage immunities or resistances. Once you use this feature, you must finish a long rest before you can use it again.
The Marksman is a balance between the Admiral and Aerialist specializations, focusing on powerful ranged attacks while swiftly moving out of harm's way.
- Speedy Flight
When you choose this specialization at the 1st Level, you gain a +1 bonus to attack rolls you make while using ranged weapons that you are proficient with.
- Arrow Maneuvering
At the 3rd Level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls. In addition, the normal and long range of your ranged weapons increases by 10 feet.
- Airborne Stealth Tactics
At the 7th Level, you have learned how to use the wind to hide yourself from enemies. While airborne, you can use a bonus action to become invisible until you successfully hit a creature, use an Aviator class feature, or take damage from another creature's attack. Once you use this feature, you must finish a short or long rest before you can use it again.
- Wind Arrows
At the 10th Level, you can use the air around you as ammunition for your ranged weapons. You can use a bonus action to magically conjure 10 pieces of ammunition from the air. Ammunition created from this feature deal wind damage instead of their normal damage type. You can use this feature once (twice starting at the 13th Level), afterwards you cannot use it again until you finish a long rest.
- Feather Dance of the Arrow
At the 15th Level, you have masted the art of flying ranged combat. When a hostile creature moves within 20 feet of you, you can use a reaction to fly 10 feet in the opposite direction and make a ranged attack against that creature. You can use this feature twice (three times starting at the 17th Level and four times starting at the 20th Level), afterwards you cannot use it again until you finish a long rest.
- Feather Dance of the Chilling Skies
At the 18th Level, you have ascended in your ranged weapon capabilities while flying to match that of the gods. While using flying speed and/or hovering and while using a ranged weapon you are proficient in, you can add a bonus to attack rolls you make equal to half your Dexterity modifier (rounded up). In addition, you no longer have disadvantage while attacking a creature within your ranged weapon's long range. You can use an action to mark a circular area with a 40-foot radius within your ranged weapon's range. Once the circular area is determined, you can make a wind arrow/bolt for each creature in the circular range, then make a ranged attack against all hostile creatures within that area using the created wind arrows/bolts. When firing wind arrows/bolts created from this feature, you have a +5 bonus to your damage roll and deal a bonus 2d8 wind damage. As normal, you must make a separate attack and damage roll for each creature. Once you use this feature, you must finish a long rest before you can use it again.
Proficiencies. When you multiclass into the Aviator class, you gain the following proficiencies: Light armor and Finesse weapons.