Artificer
Base Class: Artificer

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”

Tool Proficiency

3rd-level Artillerist feature

You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Artillerist Spells

3rd-level Artillerist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artillerist Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Eldritch Cannon

3rd-level Artillerist feature

You've learned how to create magical cannons. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. You know a number of eldritch cannon designs equal to half of your known infusions. Whenever you gain a level in this class, you can replace one of the eldritch cannon designs you know with a new one.

Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannons

Cannon Activation

Ice Mortar

The cannon launches a shell of magical ice and snow at a point within 60 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one.

Flamethrower

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Lightning Tether

A metal dart is fired out toward a creature within range, linking back to the cannon with an volatile arc of electricity. Make a ranged spell attack, originating from the cannon, at one creature or object within 30 feet of it. On a hit, the target takes 2d8 lightning damage, and on each of your subsequent turns while the target is within range of the cannon, you may use your bonus action to roll 2d8 lightning damage, dealing half damage to the target automatically. The effect ends if the target is ever outside the tether’s range or if it has total cover from the cannon.

Thunder Gun

A sudden loud ringing noise, painfully intense, erupts from the cannon in a 15 foot cone when fired. Each creature within the cone must make a Constitution saving throw against your spell save DC. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the cannon's area of fire.

Force Ballista

The cannon fires a beam of crackling energy. Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Brain Blaster

The cannon bombards a target within 60 feet with psychic feedback, wracking it with terrible pain. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 1d8 psychic damage and falls prone in agony. On a successful save, the target takes half as much damage and remains standing.

Additionally, a creature who has failed their saving throw against this cannon's attack has advantage on their save the next time this type of cannon attacks them.

Acidic Arbalest

The cannon launches a bolt of acid at a target which bursts in a corrosive spray upon landing. Make a ranged spell attack, originating from the cannon, at one creature or object within 90 feet of it. On a hit, the target takes 1d8 acid damage immediately and 1d8 acid damage at the end of its next turn. On a miss, the projectile splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Toxic Needler

The cannon releases a barrage of toxic spines; make a ranged spell attack, originating from the cannon, at one creature or object within 60 feet of it. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw against your spell save DC, becoming poisoned until the end of their next turn if they fail.

Spotter

The cannon fires a bolt of shimmering light; make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the next attack roll made against this target before the end of your next turn has advantage.

Enhancer

The cannon targets a weapon that a target is holding within 30 feet and imbues it with arcane power. While enhanced, the weapon's wielder can use their spellcasting ability (if they have one) instead of Strength for the attack and damage rolls of melee attacks using that weapon and the weapon's damage gains an extra 2d8 of the weapon's primary damage type. The weapon also becomes magical, if it isn't already. This effect ends after the weapon strikes a target, if the cannon chooses a different target to enhance, or after 1 minute.

Distractor

The cannon attempts to distract a target by emitting loud noises and flashing lights. One creature within 30 feet must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is irritated and distracted by the cannon until the end of their next turn. While distracted, the target has disadvantage on attack rolls against creatures other than the cannon.

This effect ends if the cannon targets any other creature, if the target is attacked or has a harmful spell cast on it, or if you end your turn with the cannon more than 30 feet away from the target.

Defender

Projects a sigil of warding in the air in front of a target within 30 feet. Until the start of your next turn, the target has resistance against  bludgeoning, piercing, or slashing damage.

Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Eldritch Cannon: Acidic Arbalest

The cannon launches a bolt of acid at a target which bursts in a corrosive spray upon landing. Make a ranged spell attack, originating from the cannon, at one creature or object within 90 feet of it. On a hit, the target takes 1d8 acid damage immediately and 1d8 acid damage at the end of its next turn. On a miss, the projectile splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Eldritch Cannon: Brain Blaster

The cannon bombards a target within 60 feet with psychic feedback, wracking it with terrible pain. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 1d8 psychic damage and falls prone in agony. On a successful save, the target takes half as much damage and remains standing.

Additionally, a creature who has failed their saving throw against this cannon's attack has advantage on their save the next time this type of cannon attacks them.

Eldritch Cannon: Defender

Projects a sigil of warding in the air in front of a target within 30 feet. Until the start of your next turn, the target has resistance against  bludgeoning, piercing, or slashing damage.

Eldritch Cannon: Distractor

The cannon attempts to distract a target by emitting loud noises and flashing lights. One creature within 30 feet must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is irritated and distracted by the cannon until the end of their next turn. While distracted, the target has disadvantage on attack rolls against creatures other than the cannon.

This effect ends if the cannon targets any other creature, if the target is attacked or has a harmful spell cast on it, or if you end your turn with the cannon more than 30 feet away from the target.

Eldritch Cannon: Enhancer

The cannon targets a weapon that a target is holding within 30 feet and imbues it with arcane power. While enhanced, the weapon's wielder can use their spellcasting ability (if they have one) instead of Strength for the attack and damage rolls of melee attacks using that weapon and the weapon's damage gains an extra 2d8 of the weapon's primary damage type. The weapon also becomes magical, if it isn't already. This effect ends after the weapon strikes a target, if the cannon chooses a different target to enhance, or after 1 minute.

Eldritch Cannon: Flamethrower

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Eldritch Cannon: Force Ballista

The cannon fires a beam of crackling energy. Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Eldritch Cannon: Ice Mortar

The cannon launches a shell of magical ice and snow at a point within 60 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one.

Eldritch Cannon: Lightning Tether

A metal dart is fired out toward a creature within range, linking back to the cannon with an volatile arc of electricity. Make a ranged spell attack, originating from the cannon, at one creature or object within 30 feet of it. On a hit, the target takes 2d8 lightning damage, and on each of your subsequent turns while the target is within range of the cannon, you may use your bonus action to roll 2d8 lightning damage, dealing half damage to the target automatically. The effect ends if the target is ever outside the tether’s range or if it has total cover from the cannon.

Eldritch Cannon: Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Eldritch Cannon: Spotter

The cannon fires a bolt of shimmering light; make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the next attack roll made against this target before the end of your next turn has advantage.

Eldritch Cannon: Thunder Gun

A sudden loud ringing noise, painfully intense, erupts from the cannon in a 15 foot cone when fired. Each creature within the cone must make a Constitution saving throw against your spell save DC. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the cannon's area of fire.

Eldritch Cannon: Toxic Needler

The cannon releases a barrage of toxic spines; make a ranged spell attack, originating from the cannon, at one creature or object within 60 feet of it. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw against your spell save DC, becoming poisoned until the end of their next turn if they fail.

Arcane Firearm

5th-level Artillerist feature

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Explosive Cannon

9th-level Artillerist feature

Every eldritch cannon you create is more destructive:

  • The cannon’s damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th-level Artillerist feature

You’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2023 1:19:56 AM
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