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."
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: Arcane Turrets
When you attain this specialization at 3rd level, you learn 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 Turret is a magical creature of the construct type. The Turret is small, takes a 15 Strength score or higher for a medium creature to carry, has an AC of 8 + your proficiency bonus + your intelligence modifier, 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. The Turret is destroyed if it is reduced to 0 hit points, dispel magic or any similar magic is cast upon it, or after 1 hour of operation. You can dismiss it early as an action.
When you create an Arcane Turret, you determine its appearance and which type it is, choosing from the options on the Arcane Turrets table:
| Arcane Turret | |
|---|---|
| Turret | Feature |
| Teleporter | This takes two build slots for functionality, two turrets in two locations at any point on the battlefield. You or any allies standing on top of one of the turrets for 1 minute will be teleported to the other turret. |
| Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 60 feet of it. On a hit, the target takes 1d10 force damage. |
| Dispenser | For every turn you or your allies spend within 5 feet of this turret, 1d4 hit points are healed. |
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. Here are the individual benefits of each Tier 2 turret:
| Tier 2 Upgrades | |
|---|---|
| Turret | Tier 2 Feature |
| Teleporter | Both turrets now have hit points equal to four times your artificer level. |
| Force Ballista | Damage from ranged attacks is increased to 2d10 |
| Dispenser | The turret now has hit points equal to twice your artificer level, and the turret creates 2 pieces of Temporary Ammunition matching any ranged weapon within 5 feet of the turret. Used Temporary Ammunition will be returned to the Turret. Temporary Ammunition is magical for the sake of overcoming resistances and immunities to nonmagical weapons. |
Level 9: Tier 3 creations
Starting at 9th level, you can spend an additional action once more to upgrade a Tier 2 Turret to Tier 3. The additional benefits are as follows:
| Tier 3 Upgrades | |
|---|---|
| Turret | Tier 3 Feature |
| Teleporter | All previous benefits, as well as the ability to teleport from one turret to the other as a bonus action for you and any allies, rather than wait 1 minute. |
| Force Ballista | All previous benefits, as well as having hit points equivalent to four times your artificer level. |
| Dispenser | All previous benefits, as well as an increase of radius from 5 to 15 feet of area and an increase of healing to 3d8 hit points every round. |
Turret Companion
You can spend 4 Build slots and 1 hour to create a Turret combining the features of all three. This requires bulk material worth at least 500 gp and a spell scroll of at least 6th level to complete. Here are the statistics for a Turret Companion:
Multiattack The Turret Companion makes three attacks.
Force-Cannon. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage.
Repair (3/Day). The magical mechanisms inside the turret restore 2d10 + 5 hit points to itself or to one ally within 5 feet of it.
Teleport (1/Day). The Turret Companion fires two rounds that are functionally identical to the dimension door spell.
Previous Versions
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11/8/2025 10:41:51 PM
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11/9/2025 11:00:14 PM
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1/1/2026 4:26:48 AM
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7/14/2026 1:08:54 AM
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7/14/2026 1:11:03 AM
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