Looking at the Explosive Cannon ability, it upgrades Flamethrower (hugely), Force Cannon (slightly), and Protector not at all. Is this deliberate or an oversight? If the latter, it's a big one.
In general it looks like the flamethrower got a buff in ERftLW.
I don't think it is an oversight, protector doesn't do damage and is already pretty powerful in its own right (it also already has a scaling factor unlike the other turrets).
In general it looks like the flamethrower got a buff in ERftLW.
I don't think it is an oversight, protector doesn't do damage and is already pretty powerful in its own right (it also already has a scaling factor unlike the other turrets).
how does the protector cannon have a scaling factor built in?
Could a tiny eldritch cannon be thrown (and then caused to explode) using this feature? (Frag out?)
Also the option to create a tiny eldritch cannon that can be held in one hand gave rise to another question: Would the cannon be treated as other 'items worn or held' and generally not suffer damage from area of effect attacks?
In general it looks like the flamethrower got a buff in ERftLW.
I don't think it is an oversight, protector doesn't do damage and is already pretty powerful in its own right (it also already has a scaling factor unlike the other turrets).
It's not much of a scaling factor. It'll go from 1d8 +3 to 1d8 +5 over levels 1 to 20. It essentially becomes an afterthought after a certain point - which is a real shame. It should benefit from the Explosive Cannon upgrade.
Could a tiny eldritch cannon be thrown (and then caused to explode) using this feature? (Frag out?)
Also the option to create a tiny eldritch cannon that can be held in one hand gave rise to another question: Would the cannon be treated as other 'items worn or held' and generally not suffer damage from area of effect attacks?
-Not in the same turn, short of action surge. Throwing the object would be an improvised thrown weapon requiring an action. Detonating would also require an action.
-I would rule yes it would.The description of the Eldritch Cannon specifies that it is a magical object and would also require a free hand to use as such.
I was thinking I could use the Catapult spell to throw my cannon at someone for damage, then have it explode on the following turn. Kind of like a delayed blast artillery round. Naturally the cannon would have to survive the impact but as your level in artificer increases that becomes easier to achieve. As a secondary thought, you could use catapult to throw your defender cannon 60 feet as a mobile "healing" battery for your party in a large scale battle that has a large area to defend.
It's not much of a scaling factor. It'll go from 1d8 +3 to 1d8 +5 over levels 1 to 20. It essentially becomes an afterthought after a certain point - which is a real shame. It should benefit from the Explosive Cannon upgrade.
Mitigating 1d8 + X damage per round to multiple creatures is already huge at any level.
It's not much of a scaling factor. It'll go from 1d8 +3 to 1d8 +5 over levels 1 to 20. It essentially becomes an afterthought after a certain point - which is a real shame. It should benefit from the Explosive Cannon upgrade.
Mitigating 1d8 + X damage per round to multiple creatures is already huge at any level.
Can confirm. Just used Defender cannon in a large fight and from the time I dropped the cannon to the end of the fight the party ended up losing no life. Negated the need for our healer entirely.
Tiny cannon + some work on your armour = "Predator" Shoulder Cannon
I have been trying to work out how I could flavour my Barbarian/Artificer and you have just done it for me lol I got really good roles on my stats for my Barbarian so wanted something different! ddb.ac/characters/20243696/Ug2bPz
Defender is great. Also the temp HP doesn't degrade over time. Its just like normal temp HP. Its aroujnd till its gone or you long rest. That's long term benefits. While hte other two are only good in b attle.
As for the arm blaster/shoulder blaster artilirist. The thing has a climb speed--so even if you aren't allowed to have it clamp on you automatically... in theory, as long as you're using a bonus action, it should be able to climb and hold on you+fire. So at least in battle you could summon it next to you, have it spend its 15 climb to position on you and then fire. Then just keep spending the bonus action to fire/cling so it won't fall off.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Looking at the Explosive Cannon ability, it upgrades Flamethrower (hugely), Force Cannon (slightly), and Protector not at all. Is this deliberate or an oversight? If the latter, it's a big one.
In general it looks like the flamethrower got a buff in ERftLW.
I don't think it is an oversight, protector doesn't do damage and is already pretty powerful in its own right (it also already has a scaling factor unlike the other turrets).
how does the protector cannon have a scaling factor built in?
The number of temporary hit points granted from the protector cannon scales with your INT ability bonus.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Could a tiny eldritch cannon be thrown (and then caused to explode) using this feature? (Frag out?)
Also the option to create a tiny eldritch cannon that can be held in one hand gave rise to another question: Would the cannon be treated as other 'items worn or held' and generally not suffer damage from area of effect attacks?
It's not much of a scaling factor. It'll go from 1d8 +3 to 1d8 +5 over levels 1 to 20. It essentially becomes an afterthought after a certain point - which is a real shame. It should benefit from the Explosive Cannon upgrade.
-Not in the same turn, short of action surge. Throwing the object would be an improvised thrown weapon requiring an action. Detonating would also require an action.
-I would rule yes it would.The description of the Eldritch Cannon specifies that it is a magical object and would also require a free hand to use as such.
I was thinking I could use the Catapult spell to throw my cannon at someone for damage, then have it explode on the following turn. Kind of like a delayed blast artillery round. Naturally the cannon would have to survive the impact but as your level in artificer increases that becomes easier to achieve. As a secondary thought, you could use catapult to throw your defender cannon 60 feet as a mobile "healing" battery for your party in a large scale battle that has a large area to defend.
Catapulting your Canon is freaking genius!
Mitigating 1d8 + X damage per round to multiple creatures is already huge at any level.
The Forum Infestation (TM)
Can confirm. Just used Defender cannon in a large fight and from the time I dropped the cannon to the end of the fight the party ended up losing no life. Negated the need for our healer entirely.
So something I was thinking of earlier for the artillerist cannon.
Tiny cannon + Mage hand= floating un-melee-able turret.
Tiny cannon + some work on your armour = "Predator" Shoulder Cannon
I have been trying to work out how I could flavour my Barbarian/Artificer and you have just done it for me lol
I got really good roles on my stats for my Barbarian so wanted something different!
ddb.ac/characters/20243696/Ug2bPz
From Within Chaos Comes Order!
Defender is great. Also the temp HP doesn't degrade over time. Its just like normal temp HP. Its aroujnd till its gone or you long rest. That's long term benefits. While hte other two are only good in b attle.
As for the arm blaster/shoulder blaster artilirist. The thing has a climb speed--so even if you aren't allowed to have it clamp on you automatically... in theory, as long as you're using a bonus action, it should be able to climb and hold on you+fire. So at least in battle you could summon it next to you, have it spend its 15 climb to position on you and then fire. Then just keep spending the bonus action to fire/cling so it won't fall off.