After that, getting Constitution and Dexterity to +1 or +2 each will be very helpful.
Medium armor and a shield will help your defenses a lot.
The Enhanced Arcane Focus is a very helpful infusion, since it improves your attack spells.
You should pick at least one cantrip that damages enemies so that you have a way to attack without spending resources.
Detect Magic can be used as a ritual without spending a spell slot, so it’s nice to have prepared. And, Cure Wounds can be handy for healing a party member who has been knocked unconscious in battle.
There are a lot of other choices that you can make to specialize your character, but the options above get you off to a good start.
Artillerists are primarily spell-based combatants. They have average-at-best HP, moderate armor, and no way to enhance their weapon attacks. Their Arcane Firearm ability boosts their combat spells, which means an artillerist is usually going to be shooting from the second line with spells like Fire Bolt or Ray of Frost. Most artillerists use the Tiny, handheld version of the Eldritch Cannon, which precludes either the use of their Arcane Firearm or the use of a shield. Because of this, there are some feats worth considering for artillerists.
Tough. Tough is just a big mass of extra hit points. Given the artillerist's tendency towards being less durable or well-armored than other artificers, extra HP are never a waste. It's not a flashy feat, and many folks would recommend just bumping your Constitution score instead, but there's no denying that 'More' HP is better than 'Not More'.
Resilient (Dexterity) or Resilient (Wisdom). Artificers start with proficiency in Constitution saving throws. Gaining proficiency with either of the other Big Three saves (Con, Dex and Wis are by far the most common saves, known as the 'Big Three' or as 'strong' saves) can be a big deal defensively. Proficiency in Dexterity saving throws means you're much less likely to take damage from explosions, blasts or waves of fire, or other destructive area-effect spells, while proficiency in Wisdom means you're much less likely to be brain controlled, debuffed, or suffer debilitating mental assaults. Both can be very useful for a somewhat fragile blaster.
Healer. This one is a bit controversial, but artificers have half the number of spell slots as a regular spellcaster like a wizard or cleric. They usually have to save those spell slots for really important stuff. With Healer, you can spend five gold pieces on a Healer's Kit that you can use ten times to restore 1d6+4 HP to a creature. That's an average of 7 HP - exactly the same as a fifty-gold Potion of Healing you can only use once. Healer can let you save your spell slots for things like Shield, Disguise Self, Feather Fall, or other spells that either save you or let you progress by using medical supplies to restore your allies to health, instead of magic.
As for 'abilities', if you mean which ability scores to focus on? The 'optimal' answer is Intelligence first, Constitution second, Dexterity third (until you have 14 Dexterity), Wisdom fourth, then get Strength and Charisma as high as your character generation allows.
Strength is not usually important for most artificers. Constitution gives you more hit points and makes it easier to hold onto your concentration spells. Dexterity boosts your armor class, makes you harder to hit with both attacks and AoE strikes. Intelligence is by far the most important ability score for artificers, since it drives almost everything the character does. No artificer can afford low Intelligence. Wisdom is good for extremely common and important Perception rolls and resisting spells, but isn't critical. Charisma lets you talk to NPCs better, if you're playing a talky character, but otherwise doesn't do much for artificers.
Hopefully that provides some guidance. Let us know if there's anything else confusing you.
Most artillerists use the Tiny, handheld version of the Eldritch Cannon, which precludes either the use of their Arcane Firearm or the use of a shield.
Do you usually not create one with legs and then plop it onto your shoulder/outside pocket/backpack? It doesn't need to be held to be operated and having a shoulder cannon is cool.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I've never played an artillerist. Only my battlesmith. Most of what I've seen here on the forums seems to indicate that very few artillerist players use the small, legged version of the cannon - the strong majority seems to be Tiny, with occasional attempts to hornswoggle a DM into letting the cannon perch on a shoulder. Many DMs have Fry Meme'd this particular usage, demanding that if the artillerist wants to use their gun, either it walks on the ground or it occupies a hand. I'm not sure why, given that the battlesmith doesn't have to sacrifice a hand to use its Defender, but eh. If one can shoulder-cannon the Eldritch Cannon, all to the good.
“A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.”
Then, 3 paragraphs later:
“When you create the cannon, you determine its appearance and whether it has legs.”
It only says that it can be held in one hand, not that it has to be. A tiny cannon with legs and a climb speed should absolutely be able to perch on a shoulder. Mine rides on my toolbox backpack. A DM could rule otherwise, but I don’t think the text supports that reading.
I'm new to DND and I want to know what type of feats, abilities, etc. I should learn and get.
Yes, Intelligence is the most important stat.
After that, getting Constitution and Dexterity to +1 or +2 each will be very helpful.
Medium armor and a shield will help your defenses a lot.
The Enhanced Arcane Focus is a very helpful infusion, since it improves your attack spells.
You should pick at least one cantrip that damages enemies so that you have a way to attack without spending resources.
Detect Magic can be used as a ritual without spending a spell slot, so it’s nice to have prepared. And, Cure Wounds can be handy for healing a party member who has been knocked unconscious in battle.
There are a lot of other choices that you can make to specialize your character, but the options above get you off to a good start.
Artillerists are primarily spell-based combatants. They have average-at-best HP, moderate armor, and no way to enhance their weapon attacks. Their Arcane Firearm ability boosts their combat spells, which means an artillerist is usually going to be shooting from the second line with spells like Fire Bolt or Ray of Frost. Most artillerists use the Tiny, handheld version of the Eldritch Cannon, which precludes either the use of their Arcane Firearm or the use of a shield. Because of this, there are some feats worth considering for artillerists.
As for 'abilities', if you mean which ability scores to focus on? The 'optimal' answer is Intelligence first, Constitution second, Dexterity third (until you have 14 Dexterity), Wisdom fourth, then get Strength and Charisma as high as your character generation allows.
Strength is not usually important for most artificers. Constitution gives you more hit points and makes it easier to hold onto your concentration spells. Dexterity boosts your armor class, makes you harder to hit with both attacks and AoE strikes. Intelligence is by far the most important ability score for artificers, since it drives almost everything the character does. No artificer can afford low Intelligence. Wisdom is good for extremely common and important Perception rolls and resisting spells, but isn't critical. Charisma lets you talk to NPCs better, if you're playing a talky character, but otherwise doesn't do much for artificers.
Hopefully that provides some guidance. Let us know if there's anything else confusing you.
Please do not contact or message me.
Do you usually not create one with legs and then plop it onto your shoulder/outside pocket/backpack? It doesn't need to be held to be operated and having a shoulder cannon is cool.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I've never played an artillerist. Only my battlesmith. Most of what I've seen here on the forums seems to indicate that very few artillerist players use the small, legged version of the cannon - the strong majority seems to be Tiny, with occasional attempts to hornswoggle a DM into letting the cannon perch on a shoulder. Many DMs have Fry Meme'd this particular usage, demanding that if the artillerist wants to use their gun, either it walks on the ground or it occupies a hand. I'm not sure why, given that the battlesmith doesn't have to sacrifice a hand to use its Defender, but eh. If one can shoulder-cannon the Eldritch Cannon, all to the good.
Please do not contact or message me.
“A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.”
Then, 3 paragraphs later:
“When you create the cannon, you determine its appearance and whether it has legs.”
It only says that it can be held in one hand, not that it has to be. A tiny cannon with legs and a climb speed should absolutely be able to perch on a shoulder. Mine rides on my toolbox backpack. A DM could rule otherwise, but I don’t think the text supports that reading.