The most dangerous Specialization an Artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to construct their perfect Flying Machine. <br> ___ ### 3rd Level <br> ##### Aeronaut Spells You gain additional spells at the Artificer levels listed. They do not count against the number of spells you know. | Artificer Level | Aeronaut Spells | | :-------------: | ---------------------------------------------------------- | | 3 | [[Primal Spells#Zephyr Strike\|zephyr strike]] | | 5 | [[Primal Spells#Warding Wind\|warding wind]] | | 9 | [[Arcane Spells#Fly\|fly]] | | 13 | [[Divine Spells#Freedom of Movement\|freedom of movement]] | | 17 | [[Arcane Spells#Steel Wind Strike\|steel wind strike]] | <br><br> ##### Flying Machine You have constructed your signature Flying Machine which marks you as an Aeronaut Artificer. During a [[Survival Needs#Long Rest|long rest]], you can spend 1 hour using [[Gear Appendix#Woodcarving Tools|Woodcarving Tools]] to craft one Flying Machine. You can only have one Flying Machine at a time, and only you can use it. Crafting another causes the previous to fall apart. You determine the appearance of your Flying Machine, but this has no effect on its abilities. Some include canvas wings, rotating blades, or even [[The Aeos 📜#Detondrin|Detondrin]] thrusters. Your Flying Machine can be worn over clothing or [[Armour & Weapons#Light|light armour]]. While wearing it, it grants you a [[Physical Capabilities#Flying|flying speed]] of 20 feet and allows you to hover. At certain Artificer levels, this flying speed increases: at 5th level (30 feet), 10th level (45 feet), and 15th level (60 feet). Your Flying Machine can bear a single [[Artificer#Arcane Infusions|Arcane Infusion]] meant for a pair of boots, cloak, or tiny object. <br><br> ##### Tools of the Trade You gain proficiency with [[Gear Appendix#Woodcarving Tools|Woodcarving Tools]] and [[Backstory#Spacefaring|Spacefaring Vehicles]]. If you are already proficient with either, you instead gain proficiency in another [[Adventuring Gear#Tool Sets|Tool Set]] of your choice. <br> ___ ### 5th Level <br> ##### Aerial Manoeuvres Your [[#Flying Machine]] helps you to move with wondrous grace. When you are wearing your Flying Machine, you gain a bonus to all Dexterity checks and saving throws equal to your Intelligence modifier (minimum of +1). Additionally, your [[#Flying Machine|Flying Machine's]] speed increases to 30ft. <br><br> ##### Extra Attack You can attack twice, instead of once, whenever you take the [[Actions in Combat#Attack|Attack]] action on your turn. <br> --- ### 10th Level <br> ##### Airborne Assault Your [[#Flying Machine]] allows you to attack from unorthodox positions, catching enemies unaware. Whenever you make a [[Making an Attack#Ranged Attacks|ranged attack]] while flying at least 10 feet off the ground, the attack deals a bonus 1d8 damage on hit. You can forgo this bonus damage to instead make the attack with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. Additionally, your [[#Flying Machine|Flying Machine's]] speed increases to 45ft. <br> --- ### 15th Level <br> ##### Master Aeronaut You are a master Aeronaut, making expert use of your [[#Flying Machine|Flying Machine's]] manoeuvring capability. While wearing your Flying Machine, you can take the [[Actions in Combat#Dash|Dash]] action as a bonus action. Moreover, when you are forced to make a Dexterity saving throw to take half damage while you are wearing your [[#Flying Machine]], you instead take no damage if you succeed on your saving throw, and only half damage if you fail. Additionally, your [[#Flying Machine|Flying Machine's]] speed increases to 60ft.