Jet Pilot (5e Class)

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Pilots are born to the fly. Thinking in more 3-dimensional terms than the rest of us, intuitively attuned to navigation, and possessing preternatural reflexes, they are especially suited to adventures in space and sky. But being a Pilot is more than just where you’re from or where you belong. Pilots are hotshots behind the stick or in the cockpit of a vessel. They live for the thrill of the open sky. They thrive at high velocity because they have a burning desire for the chill of twisting, naked danger. Pilots come from all walks of life. Some are merchants or colonists, native to non-terrestrial environments. Others are military brats or second generation pirates. A few are lowlife criminals with just enough scratch to put together a smuggling freighter. Space is full of unusual beings with strange backgrounds, a small few of whom have what it takes to dominate the skies.

Creating a[edit]


Quick Build

You can make a <!-Jet Pilot-> quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the soldier background.

Class Features

As a Jet Pilot you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, pistols
Tools: Reapair tools, flying vehicles, snowcraft
Saving Throws: Dexterity, Constitution
Skills: Choose 2 from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, or Survival.

Equipment

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

Table: The Jet Pilot

Level Proficiency
Bonus
Features Maneuver Points
1st +2 Expert Pilot, Pulling Gambits, Pilot Archetype
2nd +2 Creative Flying 2
3rd +2 Maneuvering 3
4th +2 Ability Score Improvement 4
5th +3 5
6th +3 Pilot Archetype Feature 6
7th +3 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 Maneuvering 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Pilot Archetype Feature 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 Maneuvering 17
18th +6 Pilot Archetype Feature 18
19th +6 Ability Score Improvement 19
20th +6 Space Age Restoration 20

|extrasonleft= |extra2_name=Tricks Known |extra2_1=4 |extra2_2=4 |extra2_3=4 |extra2_4=5 |extra2_5=5 |extra2_6=5 |extra2_7=5 |extra2_8=5 |extra2_9=5 |extra2_10=6 |extra2_11=6 |extra2_12=6 |extra2_13=6 |extra2_14=6 |extra2_15=6 |extra2_16=6 |extra2_17=6 |extra2_18=6 |extra2_19=6 |extra2_20=6

Expert Pilot[edit]

<!-Class feature game rule information->

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<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

When you reach 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.

Expert Pilot[edit]

At 1st level, your proficiency bonus is doubled on tool use rolls for vehicles, and you have advantage on all weapon attacks part of a vehicle.

Pulling Gambits[edit]

Your life among the stars and unending desire for adventure has given you the capacity for unusually effective maneuvers and weapon shots in space, as well other gambits dependent on which archetype you select.

<!Tricks->}} At 1st level, you know four tricks of your choice from the gambit schools determined by your Pilot Archetype. You learn additional Pilot tricks of your choice at higher levels, as shown in the Tricks Known column of the Pilot table.

<!-Gambit Slots->}} <!-The Pilot table shows how many gambit slots you have to pull gambits of 1st level and higher. To employ one of these Pilot gambits, you must expend a slot of the gambit’s level or higher. You regain all expended gambit slots when you finish a long rest. For example, if you know the 1st-level gambit Breakaway and have a 1st-level and a 2nd-level gambit slot available, you can cast Breakaway using either slot.->

<!-Gambits Known of First Level or Higher->}} <!-You know two 1st-level gambits of your choice from the gambit schools determined by your Pilot Archetype. The Gambits Known column of the Pilot table shows when you learn more Pilot gambits of your choice. Each of these gambits must be of a level for which you have gambit slots. For instance, when you reach 3rd level in this class, you can learn one new gambit of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Pilot gambits you know and replace it with another gambit you have access to, which also must be of a level for which you have gambit slots.->

<!-Gambit Pulling Ability->}} <!-Dexterity is your gambit pulling ability for your Pilot gambits, since your incredible reflexes are the foundation of your talents. You use your Dexterity whenever a gambit refers to your gambit pulling ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a Pilot gambit you pull and when making an attack roll with one. Gambit save DC = 8 + your proficiency bonus + your Dexterity modifier Gambit attack modifier = your proficiency bonus + your Dexterity modifier->

Pilot Archetype[edit]

Choose a Pilot archetype that describes the style and substance of your Pilot abilities: Ace, Racer, or Smuggler. All three are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level.

Creative Flying[edit]

At 2nd level, you tap into a deep wellspring of creativity and flight instinct within yourself. This wellspring is represented by maneuver points, which allow you to modify your gambits on the fly.

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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<!-Class Feature->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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