Base Class: Artificer
This artificer has developed their skills to become a living weapon.
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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Eldritch Cannon
3rd-level Artillerist feature
You've learned how to create a magical cannon. 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.
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 |
|---|---|
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Cannon |
The cannon fires its occupant at a selected target. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 blunt damage on a failed save. User will take 1d6 blunt damage upon missing or 2d6 blunt damage upon making contact. Range: 30ft. |
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Ballista |
Make a ranged spell attack, originating from the cannon, at one creature or object 30-60 feet of it. On a hit, the target takes 2d8 blunt damage. User will take 1d6 damage upon landing or hitting the target. Range: 30-60ft |
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Trebuchet |
The Trebuchet flings its occupant a far distance at a selected target. User must make a dexterity saving throw based on the distance to be thrown to hit the target. Upon landing user will take 2d6 blunt damage. |
Projectile Manipulation
5th-level Artillerist feature
Round Shot
The most accurate projectile that could be fired by a smooth-bore cannon, used to batter the wooden hulls of opposing ships, forts, or fixed emplacements, and as a long-range anti-personnel weapon.
Chain Shot
Two sub-calibre round shot (a good deal smaller than the bore of the barrel) linked by a length of chain or a solid bar, and used to slash through a group of enemies so that they can no longer maneuver. Inaccurate and only used at close range.
Shell
An explosive anti-material and counter-battery projectile, of iron with a cavity packed with a high explosive bursting charge of powder used to destroy enemy wagons, breastworks, or opposing artillery.
Carcass
An incendiary/antipersonnel projectile designed to burn fiercely and produce poisonous fumes.
Grapeshot
Very effective against enemies, but its main shortcomings includes very short range and ineffectiveness against enemies who have taken cover.
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.
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