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.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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.
*ok, so you chose the temporary HP option for it at the moment?*
Rollback Post to RevisionRollBack
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
*Bullethawk only has the Basic Rules.*
I have a weird sense of humor.
I also make maps.(That's a link)
*ok, so you chose the temporary HP option for it at the moment?*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
*Multiattack requires multiple attack rolls.*
I have a weird sense of humor.
I also make maps.(That's a link)
*unfortunately :\*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
*don't you need to roll for each attack? Anything over 14 should hit.
Outside the Lines Fantasy – A collection of self published fiction stories.
Yep. *cough* boneclaw *cough*
That's the reason for my previous post, btw.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Oops, sorry.
To hit (for the second): 27
If connects: 11
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
yep Ri'v is questioning life choices now
Outside the Lines Fantasy – A collection of self published fiction stories.
*the power of the internet and wiki's*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
*in my sessions it is impossible to lose your character so if you die we will revive you*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
Pixie's turn.
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
*Ah. I only have TCoE and oddly enough, the beholder, on D&D Beyond. Don't ask me about the beholder thing. Even I don't know why I have it.*
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
*oh, so basically the eldritch cannon can be any size and dimension
Outside the Lines Fantasy – A collection of self published fiction stories.
*What is Riv's level btw?*
*what is everyone's level...?*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
*cool!*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
*20.*
I have a weird sense of humor.
I also make maps.(That's a link)
*Oh, right. I forgot that he got an opportunity attack when the boneclaw moved: Attack: 26 Damage: 15.*
The pixie will fly over to the boneclaw and attack it twice, then teleport again so it has to make another DC 24 Wisdom save.
*Attack: 23 Damage: 14
Attack: 22 Damage: 18.*
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
*sighs*
*why do I even ask? lol*
Do’ Taba the Honest Merchant
Malwyn the Barkeeper of The Tales of Adventurers’ Tavern
Ri'v is level 10: 3 fighter, 2 rogue and 5 artificiter
Outside the Lines Fantasy – A collection of self published fiction stories.