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
| Level | Spells |
|---|---|
| 3 | Shield, Thunderwave |
| 5 | Scorching Ray, Shatter |
| 9 | Fireball, Wind Wall |
| 13 | Ice Storm, Wall of Fire |
| 17 | Cone of Cold, Wall of Force |
| Type | Feature |
|---|---|
| Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a DEX 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. |
| Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 ft of it. On a hit, the target takes 2D8 Force damage, and if the target is a creature, it is pushed up to 5 ft away from the cannon. |
| Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 ft of it a number of temporary hit points equal to 1D8 + your INT modifier (Minimum 1). |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tool Proficiency
You are skilled with crafting firearms and the accompanying stands and accessories that are part of them.
You gain proficiency with Woodcarver's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
You gain proficiency with Martial Ranged weapons.
When you craft a Wand the amount of time to craft it is halved.
Eldritch Cannon
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 ft 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 remains for one hour, until you dismiss it as a magic action, or when it is reduced to zero hit points.
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.
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 ft of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 ft to an unoccupied space, provided it has legs.
Arcane Firearm
You know how to turn a Wand, Staff, Rod, or Martial ranged weapon 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.
Explosive Cannon
Every Eldritch Cannon you create is more destructive. The cannon's damage rolls and the number of temporary hit points gained all increase by 1D8.
As an action, you can command the cannon to detonate if you are within 60 ft of it. Doing so destroys the cannon and forces each creature within 20 ft of it to make a DEX saving throw against your spell save DC, taking 3D8 Force damage on a failed save or half as much damage on a successful one.
Fortified Position
You’re a master at forming well-defended emplacements using Eldritch Cannon. You and your allies have Half Cover while within 10 ft 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 active.