Artificer
Base Class: Artificer

All artificers are capable of creating arcane wonders using a mix of arcane magic and experimental technology. Cannoneers are greatly valued in combat because of their ability to cause continues damage in large areas.

Cannoneers create arcane cannons; portable cannons, capable of creating large explosions, lines or spurting great cones of elemental death.

They are seen all over the world, some working in local armies, others acting as mercinaries. Some choose a life of adventure, searching for secrets and knowledge and using their cannons for protecting themselves and their comrades. 

Tool Proficiency

3rd-level Artillerist feature

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

Cannoneer Spells

3rd-level 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.

Cannoneer Spells

Artificer Level Spell

3rd

burning hands, faerie fire

5th

flaming sphere, shatter

9th

fireball, lightning bolt

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Arcane Cannon

3rd-level Cannoneer feature

Your experiments and tinkering has resulted in you creating an extraordinary weapon, an arcane cannon. The weapon can utilize different firing modes and energy weapon modes that can be switched between in and out of combat. You determine the appearance and nature of the weapon; your choice has no effect on its game statistics.

You can have only one cannon at a time and can’t create one while your cannon is present. The cannon can be used as your spellcasting focus. The cannon is a two-handed weapon with varying properties depending on it's firing mode.

As a bonus action you can switch your cannons firing mode and/or its energy weapon mode. At 3rd level the Concentrated Fire and Line firing modes will be available for use. At 3rd level the Fire and Cold energy weapon modes will be available for use.

The cannon can be targeted with your infusions, though infusions that affect weapons only work while in the Concentrated Fire firing mode.

Firing mode

Concentrated Fire

While in this firing mode the cannon counts as a simple, two-handed ranged weapon, with a normal range of 30 feet and a long range of 120 feet, and it deals 1d6 damage on a hit. The damage type depends on your energy weapon mode. While using the cannon in this firing mode, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Line

While in this firing mode the cannon shoots a Line 40 ft. long and 5 ft. wide that deals 1d10 damage. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d10 damage on a failed save or half as much damage on a successful one. The damage type depends on your energy weapon mode. The cannons damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

Energy weapon modes

Fire

In this energy weapon mode, your cannon deals fire damage.

Cold

In this energy weapon mode, your cannon deals cold damage.

 

Arcane Cannon Efficiency

5th-level Cannoneer feature

  • While your cannon is in Concentrated Fire firing mode, you can attack twice, rather than once, whenever you take the Attack action on your turn to fire your cannon. Also the damage of your cannon increases by 1d6 while in this firing mode.
  • While in any other firing mode you can add your intelligence modifier to your damage total.

Fine Tuning

9th-level Cannoneer feature

Fine tuning has increased the potency of your cannon:

  • When in the Line firing mode the range increases to 60 ft. in length.
  • You gain access to the Cone firing mode. The cannon exhales elemental energy in an adjacent 30-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d10 damage on a failed save or half as much damage on a successful one. The damage type depends on your energy weapong firing mode. The cannons damage increases by 1d10 when you reach 11th level (3d10), and 17th level (4d10).
  • You gain access to the seperate Acid and Lightning energy weapon modes. In these modes your cannons damage changes to acid and lightning respectively.

Final creation

15th-level Cannoneer feature

Your experiments and tinkering have produced a truly masterful weapon:

  • When in the Line firing mode the range increases to 80 ft. in length.
  • When in the Cone firing mode the range increases to 45 ft.
  • You gain access to the Explosion firing mode. The cannon lobs a globe of elemental energy  up to 60 ft. and explodes. Each creature in a 15-ft-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d10 damage on a failed save, or half as much damage on a successful one. The damage type depends on your energy weapon firing mode. The cannons damage increases by 1d10 when you reach 17th level (4d10).
  • You gain access to the Force energy weapon mode. In these modes your cannon's damage changes to Force.
Cannoneer Image