Artificer: Artillerist

Original Source: Tasha's Cauldron of Everything

Tool Proficiency

3rd-level Artillerist feature
As in Tasha's Cauldron of Everything

Artillerist Spells

3rd-level Artillerist feature
Starting at 3rd level, 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.

Artificer LevelSpells
3rdmagic missile, shield
5thacid arrow, scorching ray
9thcounterspell, wind wall
13thguardian of faith, web of fire
17thcone of cold, wall of light

Eldritch Cannon

3rd-level Artillerist feature
As in Tasha's Cauldron of Everything

Gunslinger

3rd-level Artillerist feature
When you reach 3rd level, your mastery of mathematics and marksmanship have paid off in two ways:

Arcane Firearm

5th-level Artillerist feature
At 5th level, you know how to turn a wand, staff, rod, or 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, rod, or ranged weapon 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 a creature takes damage from one of your artificer spells you cast through the firearm, or from a weapon attack with firearms, you can also deal 1d8 damage of the attack or spell's type to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Explosive Cannon

9th-level Artillerist feature
As in Tasha's Cauldron of Everything

Fortified Position

15th-level Artillerist feature
As in Tasha's Cauldron of Everything

Upgraded Armaments

24th-level Artillerist feature
The damage bonus of your Arcane Firearm feature increases to 2d8, and the cannon's damage and temporary hit point rolls all increase by 1d8.

Additionally, your Eldritch Cannons are equipped with all-terrain mobility aids. Your Eldritch Cannons can swim or fly with a hovering speed.

Scintillation Regulator

27th-level Artillerist feature
You’ve learned to equip your eldritch cannons with a scintillation regulator. Your Eldritch Cannons gain the following improvements: