---
# System prepended metadata

title: K14 - Aviator
tags: [Classes]

---

# AVIATOR
*"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
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
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. 

## 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, one of either Strength or Intelligence
**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: 
- (a) a longbow with 15 arrows or (b) a shortbow with 25 arrows (when taking the Aerialist, Admiral or Marksman specialisations)
- (a) a shortsword or (b) a rapier or (c) a scimitar
- (a) one type of artisan's tools or (b) thieves’ tools
- a pair of Aviator's Goggles
- (a) an explorer's pack or (b) a dungeoneer's pack
- studded leather armor

### Aviator Class Save DC

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.

**Aerialist:**
8 + your Proficiency Bonus + your Charisma modifier

**Admiral, Marksman, or Cavalier:**
8 + your Proficiency Bonus + your Wisdom modifier

**Tactician:**
8 + your Proficiency Bonus + your Intelligence modifier

**Aggressor:**
8 + your Proficiency Bonus + your Dexterity modifier

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### Gale Wings
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
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. 

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### Winged Savior
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. 

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### Ability Score Increase
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. 

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

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### Extra Attack
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. 

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### Improved Durability
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. 

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### Winged Windstorm
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. 

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### Roost
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. 

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### Impossible Flight
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. 

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### Mach IV
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. 

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## Aviator Specializations

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### Cavalier
Darting in and out of enemy fire, the Cavalier leverages guided projectiles with their daredevil flight to harass the enemy in style.

#### Nimble Flight
When you choose this specialization at the 1st Level, you gain the ability to Lock On to a target as a Free Action a number of times equal to your Proficiency Bonus per Round. When making a ranged attack against a Locked On target, you can choose to remove the Lock On and add your Proficiency Bonus to the attack roll.

#### Weapon Specialization: Variable Launcher
As a Cavalier, the spirits of the wind also grant you a Variable Launcher: a unique weapon that can fire homing missiles as well as standard gunfire. The missiles benefit from an extra half of any applied bonuses to attack rolls.

#### Overboost
At 3rd Level, every 10 feet of movement you have used in your turn applies a -1 to enemy attack rolls. Also, being within 5 feet of an enemy does not provoke Disadvantage on ranged attack rolls with weapons you are Proficient in.

#### d
At 7th Level, 

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### Tactician
Staying far out of any enemies' range, the Tactician uses superior insight to guide their allies -- and their own attacks -- to success.

#### Precise Flight
When you choose this specialization at the 1st Level, you gain the ability to make Sneak Attacks, allowing you to deal 1d6 extra damage to a target if you have Advantage on the attack roll.

#### Weapon Specialization: Arcane Smartgun
As a Tactician, the spirits of the wind also grant you an Arcane Smartgun: a high-powered rifle connected to an array of sensors, that marks your target on a hit. For any target struck by the smartgun, all incoming attacks are made with a bonus equal to your Proficiency Bonus until the end of the round.

#### Eagle Eye
At the 3rd Level, once per Round as a Free Action or as a Reaction to a target entering Line of Sight, you can Mark a target with Overwatch. Targets marked in this manner cannot benefit from Half Cover, and cannot gain Advantage on attacks from being Invisible. All creatures that make an attack towards it can choose to apply a bonus equal to your Proficiency Bonus to their attack. If attacked in this manner, the target loses the Overwatch Mark at the end of the round.

#### Sight Beyond Sight
At the 7th level, your experience using the Sylph Smartgun has allowed you to gain knowledge from its output in more creative ways.

Using a Bonus Action, you can lay down an area of fire to any point within range. Instead of dealing damage, the action immediately creates a spherical field 20 feet in diameter with the following effects:
- You know the current location and HP of all creatures in the area.
- Hostile creatures cannot Hide in the area, and if they end their turn in the affected area, they cease to be Hidden.
- Hostile creatures are marked with Overwatch upon entering the area.

This field dissipates in a number of rounds equal to your Intelligence modifier.

After using this feature, you can't use it again until you take a Short Rest or Long Rest. This feature can be used twice starting at the 12th Level, and three times at the 17th Level.

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### Aggressor
Rushing into battle with an onslaught of attacks, the Aggressor relies on their speed and strength to assault their opponents into submission before they can even respond.

#### Rapid Flight
When you choose this specialization at the 1st Level, you can choose to make an Attack roll without adding your Proficiency Bonus for any attack made with Advantage. If this attack hits, you gain the ability to make another attack, to the same target or someone else.

#### Weapon Specialization: Gunreaver
As an Aggressor, the spirits of the wind also grant you a Gunreaver: a massive two-handed melee weapon with an integrated cannon. You can attack with this cannon as a Bonus Action, and being within 5 feet of other creatures does not provoke Disadvantage to its attack rolls.

#### Rushdown
At the 3rd Level, your experience in melee combat has given you the reflexes to dodge attacks coming your way. You don't provoke Opportunity Attacks unless otherwise stated by other Features. However, if you attack a target and hit, you do not provoke Opportunity Attacks at all.

#### Reave
At the 7th level, your experience in bulldozing through enemy lines has helped you develop the art of Reaving: the act of dealing damage to an entire group of enemies in one sweep. 

After making a successful attack from within 20 feet, you can choose to move into a range within 20 feet of a different creature and make another attack. Until the end of your turn, you can use this feature again multiple times, as long as you keep making successful attacks and you choose a different target not already attacked using this feature each time.

When your turn ends or you miss an attack, you can't use this feature until you take a Short Rest or Long Rest. You can use this feature twice starting at the 12th Level, and three times at the 17th Level.