Base Class: Artificer
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
Artillerist Spells
When you reach an Artificer level specified in the Artillerist Spells table, you always have the listed spells prepared. These spells count as Artificer spells for you, but they don’t count against the number of spells you can prepare.
| Artificer Level | Spells |
|---|---|
| 3 | Shield, Thunderwave |
| 5 | Scorching Ray, Shatter |
| 9 | Fireball, Wind Wall |
| 13 | Ice Storm, Wall of Fire |
| 17 | Cone of Cold, Wall of Force |
Level 3: Gunsmith
You gain proficiency with Smith’s Tools and firearms. If you already have proficiency with Smith’s Tools, you gain proficiency with one other type of Artisan’s Tools of your choice.
Once per long rest, you can infuse one weapon with the Repeating Shot infusion, ignoring the usual limitation on the number of infused items you can have at one time.
Level 3: Eldritch Cannon
Using Tinker’s Tools or Smith’s Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. The cannon’s game statistics appear below. You determine its appearance, which includes your choice of legs or wheels. It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.
Once you create a cannon, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
Eldritch Cannon
Small or Tiny Object
Armor Class: 18 | Hit Points: 5 × your Artificer level (casting Mending on the cannon restores 2d6 Hit Points to it) | Immunities: Poison, Psychic
Actions
Activate Cannon (Requires You to be within 60 feet of the cannon)
As a Bonus Action, you command the cannon to perform one of the following options. The cannon can also move up to 15 feet before or after taking an action:
Flamethrower: The cannon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes fire damage equal to 2d8 + your Intelligence modifier on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried ignite.
Force Ballista: Make a ranged spell attack originating from the cannon at a creature or object within 120 feet. On a hit, the targetd takes force damage equal to 2d8 + your Intelligence modifier and, if it is a creature, is pushed up to 5 feet away from the cannon.
Protector: The cannon emits a burst of positive energy, granting itself and each creature of your choice within 10 feet temporary hit points equal to 1d8 + your Intelligence modifier .
Level 5: Arcane Firearm
When you finish a Long Rest, you can use Smith’s Tools or Tinker’s Tools to carve special sigils into a Firearm, Rod, Staff, or Wand, thereby turning it into your arcane firearm. The sigils disappear from the object if you later carve them onto a different item. Otherwise, the sigils last indefinitely.
You can use your arcane firearm as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell through the arcane firearm, roll 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
At 11th level, this bonus increases to 2d8. At 17th level, this bonus increases to 3d8.
Level 9: Explosive Cannon
Every Eldritch Cannon you create is now more destructive. You gain the following benefits:
Detonate: When your cannon is reduced to 0 hit points, you can use your Reaction to command the cannon to detonate if you are within 60 feet of it. The cannon is destroyed, and each creature within 20 feet of it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage, or half as much on a successful save. Creatures within 5 feet of the cannon have disadvantage on this saving throw.
Firepower: The cannon’s damage rolls increase by 1d8.
Level 9: Overcharge
You can overcharge your arcane firearm with magical energy. As a Bonus Action, you imbue it with unstable arcane power for 1 minute.
You gain advantage on all attack rolls made with the arcane firearm during this time.
Each time you miss an attack roll with the firearm, you take 1d4 force damage as the energy backfires.
You can use this ability once per long rest.
Level 15: Fortified Position
You’re a master at forming well-defended emplacements with your Eldritch Cannon. You gain the following benefits:
Double Firepower: You can now have two cannons at the same time. You can create both cannons with the same Magic action (but not using the same spell slot). You can activate both cannons with the same Bonus Action, ordering them to use the same activation option or different ones. You cannot create a third cannon while you have two.
Shimmering Field Projection: You and your allies gain Half Cover while within 10 feet of your Eldritch Cannon.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/20/2025 6:06:56 PM
|
45
|
19
|
--
|
Coming Soon
|







Comments