Artificer
Base Class: Artificer

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Tool Proficiency

3rd-level Conjurer Cannoneer feature

You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Conjurer Cannoneer Spells

3rd-level Conjurer Cannoneer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Conjurer Cannoneer Spells

Cannoneers' Constructs

3rd-level Conjurer Cannoneer feature

You've learnt how to utilise constructs, that you've created, in combat. Using your Tinkers' Tools, you can use an action to deploy one of your constructs, size Small, in an unoccupied space within 5ft of you. Once you've created one of the types you can't do again until you've completed a Short or Long Rest. You can only have one construct active at a time.

The construct is a magic object. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as a free action.

You also decide which type it is, choosing from the options on the Cannoneers' Constructs table. 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. As part of the same bonus action, you can direct the cannon to move up to 15 feet to an unoccupied space.

You have one of each of the constructs and can regain one of them on a short rest or all three on a long rest.

Cannoneers' Constructs

Construct Activation

Flamethrower

The construct 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 3d8 fire damage on a failed save or no damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. This construct is a small vehicle with legs that can walk and climb, the appearance is similar to that of a tortoise

Force Drone

Make a ranged spell attack, originating from the construct, at one creature or object within 120 feet of it. On a hit, the target takes 3d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the construct. The appearance of this is that of a bird (that of the players choice) and has a flight speed of 20ft. It is capable of moving up to 300ft away from the player before it stops taking commands. You can also change the type of the drones attack by selecting a gem worth 500GP or more whilst making the construct (see the chart below)

Ruby = Fire
Sapphire = Cold
Emerald = Acid
Diamond = Radiant
Obsidian/Black Opal = Necrotic
Topaz = Lightning
Precious metals = Poison
Pink Diamond = Psychic
Opal/Quartz = Thunder

Preserver

The construct emits a burst of positive energy that grants itself and each creature of your choice within 15 feet of it a number of temporary hit points equal to 2d8 + your Spell Casting modifier (minimum of +1). This takes the form of either a cocoon or a shell (that of the players choice) and has no movement ability. The construct can also be used as a reaction by the Conjurer Cannoneer to give an ally who is being attacked a temporary +5 AC against that attack as long as it is in range of the construct.

Arcane Firearm

5th-level Conjurer Cannoneer feature


You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Explosive Construct

9th-level Conjurer Cannoneer feature

As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Swift Spell Draw

9th-level Conjurer Cannoneer feature

When you reach 9th level your ability to cast spells that fall under the Conjuration School of magic becomes faster. As such whenever you cast a Conjuration spell with the duration of instantaneous it now only costs a Bonus Action to cast

Fortified Position

15th-level Conjurer Cannoneer feature

You’re a master at forming well-defended emplacements using Cannoneers' Constructs:

 

  • You and your allies have half cover while within 10 feet of a cannon you create with Cannoneers' Constructs, as a result of a shimmering field of magical protection that the construct emits.
  • You can now have two constructs at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the constructs are identical to each other or different. You can’t create a third construct while you have two.

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