Artificer
Base Class: Artificer

An Artillerist specializes in using magic to cast spells and create weapons of war well able to turn the tide of battle. 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."

Level 3: Tool proficiencies

 

When you adopt this specialization at 3rd level, 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.

Level 3: Eldtrich Creations

 

Also at 3rd level, you've learned how to create magical contraptions. Using smith's tools, you can spend an action to expend a special build slot to make one of these creations. You will always have a maximum of 4 build slots and cannot increase this number in any way, these build slots reset back to 4 when you finish a long rest.

The creation is a magical object. The creation is small, it creation has an AC of 18 and a number of hit points equal to 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 8 hours. You can dismiss it early as an action.

When you create the eldritch creation, you determine its appearance and which type it is, choosing from the options on the Eldritch Creations table. You can command the creation to fire at a creature of your choice as a bonus action and if it receives no commands, it will fire at the nearest enemy to it. 

Eldritch Cannon
Cannon Feature
Flamethrower The creation 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 1d6 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 Make a ranged spell attack, originating from the creation, at one creature or object within 60 feet of it. On a hit, the target takes 1d10 force damage.
Dispenser The creation emits a burst of positive energy that heals each creature of your choice within 10 feet of it 1d8 hit points. 

Level 5: Tier 2 creations

 

At 5th level, You can spend an additional action with smiths tools to upgrade any one of your creations to Tier 2. All tier 2 creations have hit points equal to twice your artificer level, the benefits to each individual creation are as follows:

  • The Flamethrower's damage increases to 2d6.
  • The Force Ballista's damage increases to 2d10 and its range increases to 120 feet
  • The Dispenser now heals grants 5 pieces of ammunition to anyone it has healed, provided the one healed in question uses ammunition.

Level 9: Tier 3 creations

 

Starting at 9th level, you can spend an additional action once more to upgrade a tier 2 creation to tier 3. Tier 3 creations have hit points equal to three times your artificer level. Benefits of a tier 3 creation are as follows:

  • The Flamethrower's damage increases to 3d6 and its range to a 30 foot cone.
  • The Force Ballista's damage increases to 3d10 and its range to 300 feet.
  • The Dispenser now heals 3d8 hit points; it generates a 10 foot radius forcefield, granting three quarters cover to you and your allies while inside of it; and it grants 10 pieces of ammunition to each one it has healed rather than 5.

Teleporter Goin' up

By 15th level, You can now make a 4th eldritch creation, the Teleporter. You must spend one action with the smith's tools to make an entrance for the teleporter and another for the Exit. the entrance and exit count as one teleporter, and thus only take up one build slot. The teleporter functions identically to the spell teleportation circle but only one person at a time can activate it, and activation only requires you or an ally to be standing on the teleporter entrance. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2025 10:41:51 PM
14
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11/9/2025 11:00:14 PM
13
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1/1/2026 4:26:48 AM
14
1
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Coming Soon

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