Elemental Rotation. For each damage type that the artillerist uses or is struck by, they become immune to that damage type, until they use or are struck by another damage type. In the case of multi-damage spells, the immunity is for the damage type listed last.
Spellcasting. The Arcane Artillerist is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +9 to hit with spell attacks). The Artillerist has following Wizard spells prepared: Cantrips (at will): acid splash, fire bolt, ray of frost
1st level (4 slots): detect magic, identify, mage armor, thunderwave
2nd level (3 slots): flaming sphere, hold person, ray of enfeeblement
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): banishment, blight, ice storm
Magical Artillery. Ranged Attack, 100ft. As an action, the artillerist can send a ball of magical energy at a point it can see in range. This ball of energy can be any of the following damage types: cold, fire, lightning, necrotic, poison, radiant, thunder. All creatures within a 30ft. sphere from the point the energy strikes must make a DC 19 Dexterity saving throw, taking 24 (6d6) of the declared damage type on a fail, or half as much damage on a successful save.
Counterspell. Can be cast at a 3rd or 4th level.
Description
The walking artillery of the dwarves. These constructs are usually escorted by 3 Arcano-Steam Golems, and several dwarves. Specializing in anti-personnel destruction, as well as magical destruction on the battlefield, these constructs have the unique advantage of a rotating damage immunity along with the typical immunity to poison damage that all constructs have.
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