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Hit Die: d6; 3 average Armor and Weapon Proficiencies: Light armor, simple weapons Skill Proficiencies: Four good proficiencies; Must have Fly at good, and Acrobatics at least at low.
| Lvl | Special | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
| 1 | Pilot's Knack, Pilot's Style | 2 | 2 | 2 | - | – | – |
| 2 | Pilot's Knack, Practiced Skill +2 | 2 | 3 | 2 | - | – | – |
| 3 | –– | 3 | 3 | 3 | - | – | – |
| 4 | Pilot's Knack | 3 | 4 | 3 | 2 | – | – |
| 5 | –– | 3 | 4 | 3 | 2 | – | – |
| 6 | Pilot's Knack, Practiced Skill +3 | 3 | 5 | 4 | 2 | – | – |
| 7 | –– | 4 | 5 | 4 | 3 | – | – |
| 8 | Pilot's Knack | 4 | 6 | 4 | 3 | 2 | – |
| 9 | –– | 4 | 6 | 5 | 3 | 2 | – |
| 10 | Pilot's Knack, Practiced Skill +4 | 4 | 7 | 5 | 4 | 2 | – |
| 11 | –– | 5 | 7 | 5 | 4 | 3 | – |
| 12 | Pilot's Knack | 5 | 8 | 5 | 4 | 3 | 2 |
Spellcasting: A pilot's spellcasting ability score is based on their pilot style, using the key ability score for that style as their key casting ability score. A pilot is a spontaneous spellcaster and does not need to prepare spells ahead of time.
Pilot Spell List:
- Cantrips: Dancing Lights, Gust, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, True Strike
- 1st Circle: Catapult, Feather Fall, Fog Cloud, Mage Armor, Silent Image, Skywrite, Strengthen Wings, Unseen Servant
- 2nd Circle: Blur, Darkness, Darkvision, Dust Devil, Gust of Wind, Invisibility, Mirror Image, Warding Wind
- 3rd Circle: Counterspell, Dispell Magic, Major Image, Sending, Tiny Servant
- 4th Circle: Greater Invisibility, Hallucinatory Terrain
Pilot's Style: A pilot falls into one of three types - Brave, Natural, Smart - based on their personality, training, and talents. A brave pilot is based off charisma,and is usually showy, with a talent for stunts and tricks. A natural pilot is based off wisdom, always feeling comfortable in the seat and flying is almost instinctual to them. A smart pilot is based off intelligence, focusing on technical knowledge and considerable practice. A pilot's style affects what ability score she uses for her knacks.
Practiced Skill: Starting at 2nd level, a pilot gains the listed bonus to fly and pilot checks, as well as an additional skill based on her style. A brave pilot gains the bonus to acrobatics checks, a natural pilot gains the bonus to concentration checks, and a smart pilot gains the bonus to craft checks relevant to their primary aircraft.
Pilot's Knack (Ex): Tricks of the trade for the pilot, she gains one at 1st level, followed by every even level afterward. Replace charisma with the relevant ability score based on the pilot's chosen style. At first level, the pilot must choose one of the following three knacks.
- Bomber: When rolling for scatter with your dropped bombs, you may roll twice and take your preferred result. In addition, you add the following spells to your class list. You automatically learn one spell of each circle whenever you become able to cast spells of that level, and may choose to learn the other as normal.
Bomber Bonus Spells:
- Cantrips: Create Bonfire
- 1st Circle: Chaos Bolt, Chromatic Orb
- 2nd Circle: Flaming Sphere, Pyrotechnics
- 3rd Circle: Erupting Earth, Fireball
- 4th Circle: Ice Storm
- Dogfighter: You increase the range of your ranged weapons by half again, and gain advantage to attack rolls while flying if your target is within 30 feet of you. In addition, you add the following spells to your class list. You automatically learn one spell of each circle whenever you become able to cast spells of that level, and may choose to learn the other as normal.
Dogfighter Bonus Spells:
- Cantrips: Acid Splash
- 1st Circle: Absorb Elements, Chromatic Orb
- 2nd Circle: Acid Arrow, Magic Missile
- 3rd Circle: Blink, Flame Arrows
- 4th Circle: Storm Sphere
- Scout: You are trained in perception and stealth, and your vision range increases by half again. In addition, you add the following spells to your class list. You automatically learn one spell of each circle whenever you become able to cast spells of that level, and may choose to learn the other as normal.
Scout Bonus Spells:
- Cantrips: Thaumaturgy
- 1st Circle: Expeditious Retreat, Longstrider
- 2nd Circle: Locate Object, Misty Step
- 3rd Circle: Clairvoyance, Nondetection
- 4th Circle: Arcane Eye, Locate Creature
At 2nd level and beyond, a pilot may select from the following knacks. She may also select bomber, dogfighter, or scout if she had not before, but does not gain the bonus spells of those knacks.
- Aerial Evasion: Once per flight, a pilot with this knack may use a reaction to reduce damage to her craft by 1d8+cha+her level.
- Calm and collected: A pilot with this knack may roll a 3d6+3 in place of a d20 when rolling fly and/or pilot checks to stay in control of her vehicle.
- Crashing with Style: Due to many spectacular failures, the pilot learns how best to survive a crash. When taking falling damage, she may reduce that damage by 1d8+cha+her level.
- Daredevil: Three times per flight, a pilot with this knack may gain advantage to her next acrobatics, fly, or pilot check.
- Flying Caster: The pilot applies her practiced skill bonus to concentration checks to cast spells while flying.
- Lead the Shot: The pilot doubles the range of any ranged weapon she uses while flying, and gains her charisma bonus to damage within the first (unmodified) range increment.
- Magic Dabbler: The pilot immediately learns one of the 1st circle spells from the bomber, dogfighter, or scout lists, so long as that list is not her own.
- Miracle Shot: Once per flight, a pilot with this knack may treat a natural 1 on an attack roll instead as if it were an 11.
- Practiced Mage: The pilot learns one spell from her list that she is capable of casting. She may take this knack multiple times, each time selecting a new spell.
- Safety Chute: A pilot with this knack may cast feather fall at will without expending a spell slot or material components.
- Wind and Thermal Mastery: The pilot gains her practiced skill bonus to skill checks to find thermals and predicting winds.
- Wingman: As a bonus action, a pilot with this knack may grant an ally within 300 feet a +1d6 bonus to a single 1d20 roll within the next 3 rounds. She may use this ability a number of times per flight equal to her charisma bonus (minimum once).
At 8th level and beyond, a pilot adds the following to the list of knacks she may select.
- Aerial Evasion, Improved: (Requires Aerial Evasion: Aerial Evasion may be used up to three times per flight, and reduces damage by 2d6+cha+her level.
- Bottomless Ammo Drum: A pilot with this knack has a way of conserving ammunition; when making area attacks that consume multiple pieces of ammunition, she uses only half as many pieces of ammunition as normal.
- Daredevil, Improved: (Requires Daredevil) A pilot with this knack always has advantage on acrobatics, fly, and pilot checks while flying.
- Magic Dabbler, Improved: The pilot immediately learns one of the 2nd circle spells from the bomber, dogfighter, or scout lists, so long as that list is not her own.
- Trump Card: A pilot with this knack has an additional spell slot each day. This slot is always of the highest level she may cast +1, but may only be cast if she has used all of her highest level spell slots for the day.
- Wingman, improved: (Requires Wingman) The bonus from the wingman ability applies for up to 2 separate rolls, and lasts for 5 rounds.
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