Artillerist

Artillerists are engineers of devastation and defense, turning pure arcane energy into scalable firepower. Ballistic Specialist refine this into portable magical ordinance, directing battlefield control through turret-cores, wand-cannons, and kinetic grenades.

(3rd Level)

Arcane Ballistics

You gain proficiency with firearms and tinker's tools. You craft a Turret Core, a modular device that can be deployed as an autonomous magical construct.

  • Deploy Turret (Bonus Action): You can deploy your Turret Core within 15 ft. as a Small magical construct that occupies its space (AC 17, HP = 5 × Artificer level, immune to psychic/poison). It lasts for 1 minute, until destroyed, or until you dismiss it (no action).
  • When you deploy the Turret, choose one mode:
  • Force Cannon: Fires a 15 ft. line of force (Dex save or take 2d8 force, pushed 5 ft).
  • Flamethrower: 15 ft. cone (Dex save, 2d6 fire).
  • Shield Projector: Grants +2 AC to you or an ally within 5 ft. of it.

You can deploy this turret a number of times equal to your Int modifier per long rest.

(6th Level)

Tactical Overload

You gain the Grenade Formula infusion and may deploy grenades in combat.

  • Grenade Formula: As an action, you can throw a damage or control grenade (range 30 ft.) using an infusion slot. These grenades may deal elemental damage (fire, force, lightning), impose conditions (blinded, restrained), or cause zone effects (difficult terrain, silence field).
  • When you deploy a turret, you may immediately throw a grenade without using an action.

(10th Level)

Arcane Battery

You create a wand-cannon or arcane repeater, a handheld device that channels stored energy.
You can choose one upgrade:

  • Kinetic Overdrive – When you cast a spell that deals damage, roll an additional 1d8 force damage once per turn.
  • Shield Pulse – When a spell restores HP or grants temp HP, add your Intelligence modifier to that amount.

Additionally, when your turret or grenade deals damage, you can reroll 1s on damage dice (once per turn).

(14th Level)

Mobile Arsenal

You may now deploy two turret cores at once and command them to act in unison (same mode or different).

  • You may activate both turrets with a single bonus action.
  • Grenades now recharge on a short rest (instead of long).

You may also infuse your own limbs with arcane vents, causing turrets and grenades to hover around your shoulders as magical armaments.


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