Proficiency: Unarmed attacks, knives, one-handed firearms, light armor, Dexterity saves, Flying skill
Extra Attack: Gain a second attack at 5th level.
Path: Choose one of the following pilot licenses at 3rd level.
Add your proficiency bonus to the Defense of any small plane (Fighter, Interceptor) you fly.
As a bonus action, you may take the Dodge or Dash actions when flying a small plane.
Add your proficiency bonus to the Defense of any large plane (Bomber, Air Carrier, Dreadnought) you fly.
As a reaction, you may halve incoming damage on an attack against your plane that you can see coming.
You gain four stunt dice (d8s) that you may use on aerial stunts. These dice become d10s at 10th level. Whenever you take a short rest, you recover all four of these dice.
To perform aerial stunts (such as the somersault, Immelmann turn, split S, Chandelle, high/low yo-yo, and so on) you make a flight roll (d20 + Dex + proficiency bonus) to successfully pull off the stunt. The saving throw DC for aerial stunts, if necessary, is 8 + your Dex or Int (your choice) + proficiency. You know three stunts and learn an additional stunt at 7th, 11th, 15th, and 19th levels.[Note to self: Add list of aerial stunts.]
As a bonus action, you can give one ally who is flying a small plane a bonus action. They must use this to either Attack or Disengage.
As a reaction, you may direct one attack made against an ally’s plane towards your plane. The attack targets your plane’s Defense instead of your ally’s.
As always, additions, recommendations, and suggestions are appreciated, as are new licenses!
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