Magic Resistance. The artificer has advantage on saving throws against spells and other magical effects.
Bonus Action: Arcane Weapon. The Artificer can enhance a weapon he is holding with elemental energy or change the energy surrounding an already enhanced weapon. The weapon will now deal an additional 1d6 Elemental (Lightning/Fire/Cold/Acid/Poison) damage.
Bonus Action: Turret Fire. The artificer uses one of his Turret Fire options.
Bonus Action: Identify Defenses. The artificer takes careful inspection of a hostile creature he can see. He must make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. If the artificer succeeds he gains insight into the target's defenses and how to best get around them, the artificer's next attack against that creature is made with advantage and deals an additional 2d6 damage on a hit.
Master of the Craft. The artificer can cast the following spells at will without requiring material or somatic components.
identify, detect magic, arcane lock, heat metal
Spellcasting. The artificer is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). It requires no somatic or material components to cast its spells. The artificer has the following spells prepared:
Cantrip (at will): mage hand, mending
1st level (3 slots): cure wounds, false life,
2nd level (2 slots): blur, magic weapon
3rd level (1 slot): haste, glyph of warding,
Multiattack. The artificer makes two revolver attacks.
Revolver. Ranged weapon attack: +6 to hit, range 40/80 ft., one target. Hit: 12 (2d8+3) piercing damage.
Turret Fire: Shield. The artificer's turret surrounds him in a protective shield, the artificer gains 12 (2d8+3) Temporary hit points.
Turret Fire: Force Lance. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage.
Turret Fire: Flamethrower. All creatures in a 15-foot cone around the turret must make a DC 14 dexterity saving throw or take 3d6 fire damage, half as much on a succsess.
Escape Protocol. When a creature ends it's turn within 5 feet of the artificer's turret he can activate an escape protocol and have the turn move up to 30 feet without provoking opportunity attacks.
Enhanced Defenses. When hit by an attack the artificer can add 3 to his AC, possibly turning a hit into a miss as his enhanced armor creates a barrier of energy to protect him.
The Artificer can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Artificer regains spent legendary actions at the start of their turn.
Flashpowder. The artificer throws out a handful of combustive material to distract and confuse those around him. Any creature within 30 feet of the artificer must make a DC 13 Constitution saving throw or be blinded until the start of their next turn.
Shocking apparatus. The artificer pulls out a device crackling with energy and aims it at one creature within 30 feet of him. The creature must make a DC 13 Dexterity saving throw or be restrained until the end of their next turn as electricity courses through them, making their body lock up.
Air Cannon. The artificer pulls out a large contraption meant to store compressed air, the artificer can choose to target this device at a creature within 10 feet of him or at the ground, if targeted at a creature the creature must make a DC 14 Strength saving throw or be pushed 15 feet back. If targeted at the ground the artificer launches into the air and lands within 15 feet of his original position, this movement does not provoke opportunity attacks.