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Pilot

Since the dawn of man, we have the sought the sky as a place to conquer, a shining haven for those of generations future. Now, we have our dominion. Where land and sea cannot take us, the skies shall be our voyage, and pilots our captain. After all, who is fit to fly more than those than the dreams of past?
hit dice: 1d8
hit points at 1st level: 8 + your constitution modifier
hit points at higher levels: 1d8 + your resolve modifier (temporary hp.)
armor proficiencies: Pilot's Uniform, High-Altitude Uniform
weapon proficiencies: Simple Firearms, Melee Weapons
tools: Lockpick Set, Aviation Vehicles
saving throws: Dexterity, Intelligence
skills: Choose four from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth
starting equipment:
2x revolvers, silenced
12 firearm ammunition (4 standard rounds)
knife
10 day's rations
identifying badge
Pilot's uniform
High-altitude gas mask
spellcasting:
class features:

Expertise Training

At 1st level, you can double your proficiency bonues for two different skills (or a lockpick set) that you already have proficiency in, along with expertise in vehicle handling. You choose two more skillsat 6th level.

Dire Shot

Beginning at 1st level, you are able to exploit subtle weaknesses in a foe's form. Once per turn, you can deal an extra 1d6 damage to one creature that you hit with an attack if you have advantage on the roll. The attack must use a finesse or ranged weapon. You don't need advantage on the roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the roll. This also applies when firing at point blanc range. The amount of extra damage increases to 2d6 at 3rd level, 3d6 at 5th level, and to 4d6 at 6th level.

NATO Alphabet

All pilots are trained with complete knowledge of the standard NATO Alphabet. Your character understands it, and you can have the dm translate it for you.

Pilot's Efficiency

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Aviator Archetype

At 3rd level, you choose an archetype that suits your playstyle. Archetypes availables are: Maverick, Sharpshooter and Stalker. Each one grants you a feature at 3rd and 6th level

Ability Score Improvement

At 4th and 6th level, you can increase one ability score by 2, or two ability scores by 1.

Uncanny Manoeuvre

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attackā€™s damage against you. This also applies when piloting an aviation vehicle
subclass options:

Aviator Archetype

Maverick

Dire Flights

Starting at 3rd level, you can apply Dire Shot damage once per turn when piloting an aviation vehicle.

Innate Danger

When skydiving, you are guaranteed to succeeed.

Sharpshooter

Weapons Training

You gain proficiency with sniper rifles. Additionally, you also gain the benefit of the sharpshooter fighting style, meaning you don't have disadvantage on the attack roll when firing using the second range on a firearm.

Lethal Accuracy

When firing using the second range on a sniper rifle, the extra damage from dire shot is always applied.

Stalker

Grounded Manoeuvres

You gain a climbing and swimming speed equal to your walking speed.

Sneak Attack

Your walking speed increases to 40 feet. Additionally, when using all 40 feet of movement making no more than one turn, dire shot damage is always applied on a sucessful hit.
LevelDire ShotAbilities
11d6Expertise Training, Dire Shot, NATO Alphabet
21d6Pilot's Efficiency
32d6Aviator Archetype
42d6Ability Score Improvement
53d6Uncanny Manoeuvre
64d6Aviator Archetype Feature, Ability Score Improvement

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Forger of Spoons.

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