Artificer
Base Class: Artificer

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Eldritch Turret

Also at 3rd level, you've learned how to create a magical tower. Using smith's tools, you can take an action to magically create a tower base in an unoccupied space on a horizontal surface within 5 feet of you.

Once you create a Tower base, you can't do so again until you finish a long rest or until you expend a spell slot to create one and you can only have one at a time

by using an action you can transform the tower base into a full tower. if you are standing on the base when it transforms the tower will form around you and you will be inside

the turret has an AC of 18 and a number of hit points equal to five times your artificer level plus your intelligence modifier. 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 turn it to a base it as an action.

The Turret is a magical object. 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 return it to its Seed as an action.

When you create the Turret base, you decide which type it is, choosing from the options on the Eldritch Turret table. while in the turret's cockpit, you have partial cover, dissadvantage on dexterity saving throws, your speed is 0, and you can use a bonus action to activate your turret. You can use an action to eject, in which case the Turret is stationary and cannot be activated until you use an action to get back in. You can also use an action to return the Turret to its base.

The Ejection Rules and dissadvantage to dexterity do not apply to a mobile type Turret.

Eldritch Turret

Turret

Activation

                                           Mobile.

This turret is mobile, and when you activate it, you are seated on the turret. The Turret gains a speed of 40ft, and 10 extra hit points, and instead of the regular size, is the size of a horse. You do not gain partial cover.

A streak of fire emits from the mouth of the Mobile Turret. Make a melee spell attack at someone within 10 feet of the mobile turret. On a hit, the target takes 1d6 fire damage.

Gunner Tower

This Tower makes spells with a range of touch that you cast while you are in it, have a range of 10ft.

Make 2 ranged spell attacks, originating from the Turret, at one or 2 creatures or objects within 120 feet of it. On a hit, the target takes 1d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the Turret.

Protector

This tower gives you 3/4ths cover while you are in it.

The Turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of+ 1).

Gunner Tower

Gunner Tower

This Tower makes spells with a range of touch that you cast while you are in it, have a range of 10ft.

Make 2 ranged spell attacks, originating from the Turret, at one or 2 creatures or objects within 120 feet of it. On a hit, the target takes 1d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the Turret.

Mobile

                                           Mobile.

This turret is mobile, and when you activate it, you are seated on the turret. The Turret gains a speed of 40ft, and 10 extra hit points, and instead of the regular size, is the size of a horse. You do not gain partial cover.

A streak of fire emits from the mouth of the Mobile Turret. Make a melee spell attack at someone within 10 feet of the mobile turret. On a hit, the target takes 1d6 fire damage.

Protector

Protector

This tower gives you 3/4ths cover while you are in it.

The Turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of+ 1).

Arcane Firearm

At 5th level, your towers become a conduit for your spells. When you are in the cockpit of your Eldritch Turret, you can use your Eldritch Turret as a spellcasting focus for your artificer spells. When you cast an artificer spell through the Turret, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Improved Turret

Improved Turret

Starting at 9th level, every eldritch Turret you create is more destructive:

  • The Turret damage rolls all increase by 1d8.
  • At the end of a long rest, you can expend one use of one of your infusions to choose one of the following benefits
  • Your AC while you are in the turret increases by 1.
  • All spell attacks, and special turret attacks you make have a +1 to attack and damage rules and are magical(this includes the roll for temporary hit points).

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Turret:

  • You and your allies have half cover while within 10 feet of a Turret you create with Eldritch Turret, as a result of a shimmering field of magical protection that the Turret emits
  • When you use the bonus action to activate the turret, you can make the effect happen twice(the temporary hit points are 2d8 plus twice your intelligence).                                                

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