Artillerist's Ferret is a Tiny Construct. It has the following stats:
Armor Class: 18
Hit Points: 6 per artificer level of its owner
Hit Dice: 1d10 per artificer level of its owner
Speed: 20 ft.
Strength: 10, Dexterity: 13, Constitution: 10, Intelligence: 12, Wisdom: 12, Charisma: 10
Saving Throw Proficiencies: Dexterity
Skill Proficiencies: Acrobatics, Perception, Stealth
Damage Resistances: piercing, slashing
Damage Immunities: poison, psychic
Languages: understands the languages of its owner but can't speak
The ferret's proficiency bonus is equal to its owner's proficiency bonus.
Abilities:
Standing Leap. The ferret's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Construct Body. If the mending spell is cast on the ferret, it regains 2d6 hit points.
Recall. If the Artillerist's Ferret is within 60 feet of its owner, it can use its reaction to teleport to an unoccupied space within 5 feet of its owner.
Unusual Nature. The ferret doesn't require air, food, drink, or sleep.
Ferret Spellcasting. The Artillerist's Ferret can be used as a spellcasting focus for its owner's spells, and can be turned into an arcane firearm. You must use tinker's tools to turn it into an arcane firearm, rather than woodcarver's tools. Additionally, the Artillerist's Ferret's owner can cast spells as though they originated from the Ferret, rather than themself, as long as the Artillerist's Ferret is within 60 feet of its owner.
Nimble. As long as the ferret's size is tiny, it can move through the space of any creature with a size of small or larger.
Artillerist's Best Friend. The Artillerist's Ferret is capable of turning into an eldritch cannon whenever its owner would create one. Instead of the cannon being created, the Artillerist's Ferret gains the ability of the cannon type that would be created (Flamethrower, Force Ballista, or Protector) and can change its size temporarily to small. If multiple cannons would be created, it splits into two ferrets temporarily. 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. The Artillerist's Ferret shares an initiative with its owner. If the Artillerist's Ferret drops to 0 hit points, the transformation ends.
Augmentations. The Artillerist's Ferret can be augmented to boost its capabilities. In order to make an augmentation, it takes 50 gp and 1 hour to add the augmentation, plus an additional 50 gp and 1 hour for each augmentation that the ferret already has. To add the augmentation, make a Sleight of Hand check with tinker's tools or smith's tools. The DC for this check is 10 plus an additional 5 for each augmentation already on the ferret. If the check is successful, the ferret is unusable for 1d4 hours, and it gains the augmentation. If the check is unsuccessful, the ferret is unusable for a number of d4s of hours equal to the amount under the DC your check was (example: the DC is 20 and the roll total was 11, so the ferret is unusable for 9d4 hours). The list of augmentations is below:
- Agility: The ferret's dexterity score increases by 2, to a maximum of 20, and its speed increases by 10 feet.
- Resilience: The ferret's hit points become 7 per artificer level of its owner, rather than 6, and its hit dice become d12s rather than d10s.
- Intellect: The ferret's intelligence score increases by 2, to a maximum of 20, and it gains proficiency in intelligence saving throws.
- Awareness (can only be added after the other three have all been added): The ferret's AC increases by 2, its owner gains a +2 bonus to initiative as long as the ferret is within 60 feet of them.
Notes: by an artillerist artificer, Utility, Artificer
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