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 Level | Spells |
---|---|
3rd | magic missile, shield |
5th | acid arrow, scorching ray |
9th | counterspell, wind wall |
13th | guardian of faith, web of fire |
17th | cone 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:
- You gain proficiency with ranged martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
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:
- You can activate your cannons as long as you are within 120 feet of them, and you can move your cannons up to 30 feet when activating them.
- Your Flamethrower now fires in a 30-foot cone, your Force Ballista now has a range of 300 feet, and your Protector, Explosive Cannon detonation, and Fortified Position field affect creatures within 30 feet of it.
- Your Eldritch Cannons project a magical illusion that makes it appear to be near its actual location, causing attack rolls against it to have Disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the turret is Incapacitated or has a speed of 0.
- If your Eldritch Cannons are subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.