Aviator (5e Class)

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Aviator[edit]

"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[edit]

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[edit]

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.


An Aviator descending from the sky. Source

Class Features

As a Aviator you gain the following class features.

Hit Points

Hit Dice: 1d8 per Aviator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Aviator level after 1st

Proficiencies

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.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Aviator

Level Proficiency
Bonus
Features
1st +2 Gale Wings, Aviator Specialization
2nd +2 Winged Savior
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
9th +4 Winged Windstorm
10th +4 Gale Wings (3), Aviator Specialization Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Roost
14th +5 Gale Wings (4), Winged Windstorm (2)
15th +5 Aviator Specialization Feature
16th +5 Ability Score Improvement
17th +6 Impossible Flight
18th +6 Aviator Specialization Feature
19th +6 Ability Score Improvement
20th +6 Mach IV, Gale Wings (5)

Aviator Class Save DC[edit]

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

Gale Wings[edit]

Your ability to fly gives you fantastic speed in combat. Starting at the 1st Level, you gain a flying speed equal to your walking speed. In addition, your flying speed increases by 5 feet and while you are not unconscious, when you fall you can slow your rate of descent to 60 feet per round and you take no damage from the fall. When you reach certain levels in this class, the bonus to your flying speed increases: 6th level (+10 ft), 10th level (+15ft), and 14th levels (+20 ft). At the 20th level, your flying and walking speed both increase by 10 feet.

Aviator Specialization[edit]

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.

Winged Savior[edit]

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[edit]

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.

Adept Flyer[edit]

Starting at the 5th Level, all one-handed weapons you use gain the Finesse property.

Extra Attack[edit]

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.

Improved Durability[edit]

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.

Winged Windstorm[edit]

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.


Roost[edit]

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.

Impossible Flight[edit]

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.

Mach IV[edit]

At the 20th level, you are resistant to bludgeoning 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 thunder 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.

Aviator Specialization[edit]

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.

Aerialist[edit]

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, 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.

Flyby

At the 3rd level, When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not

Air-Dodge

At the 7th Level, When a creature hits you with an attack while you are flying, you can use your reaction to make a Dexterity saving throw, the DC of which being equal to the attack roll. On a success, the attack instead misses. This feature can’t be used to negate critical hits. You can use this feature once, regaining use of it after finishing a short or long rest. You can use it twice starting at 12th level, and three times starting at 17th level.

Beautiful Feather

At the 10th level, Your flying is so graceful that your enemies are left in awe of your technique. 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, As an action, you can fly up to your flying speed and perform an impossibly beautiful maneuver. You can make a DC 10 + 4 (per each ally within 50 feet of you when you use this ability) Dexterity (Acrobatics) check. On a success, a flood of healing energy flows from you into injured creatures within 50 feet of you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this ability are also cured of all diseases and any effect making them blinded, charmed, frightened, or deafened. Enemies within the same radius must make a Wisdom saving throw, or become Charmed until the end of their next turn. Once you use this feature, you cannot do so again until you finish a long rest

Admiral[edit]

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, As an action, you can perform an impossibly complex maneuver. You can fly up to your speed without provoking opportunity attacks, and crash down on an area you can see. Creatures of your choice within 40 feet of your landing zone must make a Dexterity saving throw, taking 20d6 thunder damage and 20d6 bludgeoning damage on a failed save, or half as much on a successful one. This damage is magical for the purposes of overcoming resistance and immunities. Once you use this feature, you cannot do so again until you finish a long rest.

Marksman[edit]

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 used, you cant use this feature again until you take a short or long rest. this feature can be used twice starting at 12th level, and three times at 17th level.

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 thunder 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 can use an action to mark an area, up to a 40-foot radius, within your weapon’s range. Once the area is determined, you can immediately make an attack with a Wind Arrow against each creature of your choice within the area, gaining a +5 to the damage roll. For 1 minute, you can make a ranged weapon attack against a creature that moves within the area using a Wind Arrow, once per turn. If this attack hits, their speed is reduced to 0. You can use this feature twice, and cannot do so again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Aviator class, you must meet these prerequisites: Dexterity 15, Charisma or Wisdom 13, and a permanent flying speed.

Proficiencies. When you multiclass into the Aviator class, you gain the following proficiencies: Light armor and Finesse weapons.


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