Artificer Creation. If the mending spell is cast on the arcane turret, it regains 2d6 hit points.
Spider Climb. The arcane turret can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Turret Configuration. The arcane turret starts in one of three configurations; Defender, Flamethrower, or Force Ballista. It can use its action to switch configurations.
Detonate. As an action, the arcane turret can detonate. Doing so destroys the arcane turret and forces each creature within 10 feet of it to make a Dexterity saving throw (DC 15), taking 3d6 force damage on a failed save or half as much damage on a successful one.
Defender. The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it 9 (1d8 + 5) temporary hit points.
Flamethrower. The arcane turret exhales fire in an adjacent 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 15), taking 1d8 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. Ranged Spell Attack: +7 to hit, range 120/500 ft., one target. Hit: 9 (2d8) force damage. If the target is a creature, it is pushed up to 5 feet away from the arcane turret.
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