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### Artificer: Artillerist 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. #### Tool Proficiency 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. #### Artillerist Spells | Artificer Level | Spell | |:----:|:-------------| | 1st | *hellish rebuke, thunderwave* | | 5th | *scorching ray, shatter* | | 9th | *fireball, fear* | | 13th | *sickening radiance, wall of fire* | | 17th | *cone of cold, wall of force* | #### Arcane Firearm Starting at 3rd level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. #### Eldritch Cannon Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you 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. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times 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 until you dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. #### Improved Arcane Firearm Beginning at 5th level, you infuse more powerful elemental magic into your firearm. The additional damage dealt becomes 2d8, and when you cast an artificer spell through the firearm or activate a cannon that deals acid, cold, fire, lightning, poison or thunder damage, you can change the damage of the spell to another type listed. #### Explosive Cannons Starting at 9th level, every eldritch cannon you create is more destructive: - The cannon's damage rolls all increase by 1d8. - As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 5d8 force damage on a failed save or half as much damage on a successful one. #### Fortified Position By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon: - You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. - You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two. \pagebreak
## Eldritch Cannon | Cannon Type | Activation | |:---:|:-----------:| | Flamethrower | The cannon 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 2d8 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. | | Harpoon | The cannon fires a barbed harpoon. Make a melee spell attack against a creature within 60 feet of the cannon. On a hit, the target takes 2d8 piercing damage and if it is large or smaller, you can choose for it to be pulled up to 10 feet towards the cannon. | | Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 10 feet away from the cannon. | | Lightning Coil | The cannon blasts lightning in a 30 feet long 5 feet wide line. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 lightning damage on a failed save or half as much damage on a successful one. | | Protector | The cannon focuses magic around a creature within 30 feet of it, giving them a +2 to their armor class. This effect ends if the cannon is not within 30 feet of the target or when the cannon uses it again. | | Shield Generator | he cannon 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). | > ##### Change Log > * Changed spell list. Replaced **shield** with **hellish rebuke** to nerf the subclass slightly in response to other changes. Switched **wind wall** to **fear** and **ice storm** for **sickening radiance** for some war crime potential. > * Gave arcane firearm at 3rd level to improve early game damage, changed the extra damage to only apply on your turn. > * Made eldritch cannons permanent and added a few new models. Changed force ballista push to 10 feet. > * Added an additional 1d8 damage to arcane firearm and allowed the changing of damage types to allow the blasting capabilities of the artillerist to keep up with the likes of the wizard. > * Increased damage of explosive cannons to 5d8.