Eldritch Cannons. Corrupted See-Fore's Eldritch Cannons share their initiative, and See-Fore can command all of them without using an action or bonus action. Each cannon has 25 hit points, 16 AC, and a movement speed of 15ft. If See-Fore uses the Mending cantrip on an adjacent cannon, it regains 2d6 hit points. See-Fore, when given time to prepare before combat, starts combat with two of each of the following cannons:
Flamethrower. The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista. The Cannon makes a ranged spell attack, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of Corrupted See-Fore's choice within 10 feet of it a number of temporary hit points equal to 2d8 + 4. Also, if See-Fore is within 10 feet of a Protector cannon and takes damage, the Protector takes the damage instead. If this damage reduces the Protector to 0 hit points, See-Fore takes the remainder of the damage. Only one protector can defend See-Fore this way each turn, and only against one attack.
Spellcasting. Corrupted See-Fore's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They have the following Artificer spells prepared:
Cantrips (at will): Fire Bolt, Mending
1st level (5 slots): Catapult, Greese
2nd level (5 slots): Scorching Ray, Melf's Acid Arrow
3rd level (4 slots): Fireball
Build Cannon (recharge 6). Corrupted See-Fore builds either a Flamethrower or Ballista Eldritch Cannon in an unoccupied space within 5 feet.
Big Boom Stick. Corrupted See-Fore fires their shotgun, hitting all creatures within a 15 foot cone originating from themself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7(2d6) piercing damage plus 4(1d6) fire damage on a failed save, or half as much damage on a successful one.
Reinforcement. Corrupted See-Fore teleports to an unoccupied space adjacent to any of their Eldritch Cannons.
Corrupted See-Fore has 3 legendary actions, and can use one of their legendary actions at the end of an enemy creature's turn.
Reinforcement (Costs 1 Action). Corrupted See-Fore teleports to an unoccupied space adjacent to any of their Eldritch Cannons.
Reparation (Costs 1 Action). Corrupted See-Fore casts the Mending cantrip on an Eldritch Cannon within 5 feet of themself.
Biggest Boom (Costs 2 Actions). Corrupted See-Fore casts the Fireball spell at 3rd level(still consumes a spell slot) at a point within range.
Description
Endless concoctions. Whenever Corrupted See-Fore uses the Catapult spell, they may launch an increased potency Alchemist's fire. If the spell attack hits, the affected creature must, in addition to taking catapult's normal effects, make a DC 13 dexterity saving throw at the start of each of their turns, taking 2d4 fire damage on a failed save, or extinguishing the effect on a success.
Playing Corrupted See-Fore. Corrupted See-Fore, unlike their more reckless regular self, is much craftier and more cunning. Corrupted See-Fore prioritizes staying out of combat lines, slinging spells from afar and blocking access to them using their Eldritch Cannons. See-Fore always starts the battle by casting Grease on the terrain leading directly to them from the party, and sets the grease on fire with one of their flamethrowers. Whenever one of See-Fore's cannons is at low HP, Corrupted See-Fore may teleport to the cannon using Reinforcement and heal it with mending, so long as this doesn't put them directly in harm's way.