When building an artificer artillerist in DnD 5e, consider the following:
Artificer Artillerists in Dungeons and Dragons 5e are tinkerers who master the art of explosive magic and unique firearms. Gaining an Eldritch Cannon that can potentially walk on its own, I have multiple ways to fire spells, gunshots and canon blasts. Of course, I’ll still gain other Infused Items, artificer spells and tinkering ability to aid my party on adventures.
For this build, I want a race that fits the vibe of the character and offers a bonus to my Intelligence score.
Forest Gnomes gain a +2 Intelligence/+1 Dexterity ability score increase, with natural stealth and inherent magic. Gnome Cunning grants me advantage on Wisdom, Intelligence and Charisma saving throws. Plus, I gain the minor illusion cantrip with Natural Illusionist and the ability to Speak with Small Beasts. This cunning forest variant of the gnome race works well with an Eldritch Cannon that walks on its own—coordinating attacks from different spots on the field.
The warlike hobgoblins gain a +2 Constitution/+1 Intelligence and may carry their Eldritch Cannon like a heavy weapon. Martial Training grants me proficiency with 2 martial weapons of my choice, giving me a descent melee option to go with my guns. Saving Face grants a bonus to attack rolls or saving throws equal to the number of allies in sight. I love this aspect of the scary, warlike race—they’re afraid of embarrassment.
Beginning at level 1, I’ll want to set this gunslinger up for adventure. I’ll choose to forgo the classic starting items to buy a firearm. Of course, I’ll still keep my thieves’ tools handy, and purchase tinkerers’ tools and smith’s tools to finish my set. Also, I’ll choose proficiency in Arcana and Perception and to go along with my theme.
At level 1, I’ll gain my first artificer spells and Magic Tinkering. Now, I’ll have a few tricks up my sleeve and the ability to manipulate objects in magical ways. Magic Tinkering grants me the following abilities:
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Then, level 2 gives me my first 2 Infused Items—magic items I create and customize. For the artillerist, I’ll choose Enhanced Arcane Focus and Repeating Shot. The Enhanced Arcane Focus gives me a +1 bonus to spell attack rolls and ignore half cover. My artillerist spell list will grant me plenty to work with for this focus. Plus, I’ll choose Repeating Shot to grant me a +1 bonus to ranged attacks and immediately reloading my firearm.
The Right Tool for the Job gives me the ability to craft any tool set I need with 1 hour of work. The toolset is magical, so it goes away after another use of this ability. However, the tools themselves have no magical attribute.
Artificers have a strange relationship with magic—not inherently magical but learned to concoct magical effects. Therefore, my list of spells is on the low side when it comes to basic artificer magic. I’ll have to make them count with necessities, trickery and unique elemental blasts.
Level 3 grants me my artillerist archetype, along with my first set of artillerist spells, a bonus proficiency and an Eldritch Canon.
As a Bonus Proficiency, I gain access to woodcarver’s tools. This is mostly for building my Eldritch Canon, but access to more toolkits never hurts. There’s always creativity.
The Eldritch Cannon is the major feature of this subclass, granting me a Small or Tiny weapon that can walk on its own if I choose. Depending on my play style and size, I’ll carry the weapon or build a small robot. The cockatrice example given in Tasha’s Cauldron of Everything is fantastic, or perhaps a rooster variant. Plus, this canon comes in 1 of 3 forms:
My Eldritch Cannon has an 18 AC and HP equal to 5 X my level. Therefore, I expect my creation to hold up well in combat. My favorite choice out of the three is the Force Ballista, as it dishes out focused damage output.
At level 5, Arcane Firearm grants me a wand, staff or rod as a spell focus that enhances my destructive magic with an extra 1d8 damage. Using my woodcarver’s tools, I’ll carve sigils into this item to create my focus. I’ll consider this a magical sidearm. Keeping count, this means I have a firearm, boom stick and an Eldritch Canon in my arsenal.
Then, Explosive Cannon (level 9) enhances my Eldritch Canon’s damage output and overall volatility. Now, my canon deals an extra 1d8 damage and detonates on command. That’s right, I get to blow it up and deal 3d8 force damage to each creature within 20 feet of it. Of course, they’ll have to make a Dexterity save to avoid the full brunt of the damage.
Finally, level 15 gives me Fortified Position, which increases my number of canons to 2 and enhances my cover behind them. My allies and I now have half cover when we are within 10 feet of the canon as it projects a magical screen. Plus, I can activate both canons with the same bonus action.
The artillerist has a special collection of explosive, defensive and elemental spells they pull from at certain levels, which more than makes up for the short artificer list. These spells are always prepared and don’t count against the spells I’ve already chosen from my base class.
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Artificers continue to gain helpful abilities as they level that I can use in conjunction with my explosive weaponry.
Tool Expertise (level 6) doubles my proficiency with tools I’m proficient in.
Flash of Genius comes next at level 7, granting me or an ally my Intelligence bonus to a saving throw or ability check. I can use the ability an amount of times equal to my Intelligence modifier.
Magic Item Adept comes at level 10, giving me the ability to attune up to 4 magic items. Plus, any item I craft that is common or uncommon takes a quarter of the time and half the gold to make.
Then, I gain Spell-Storing Item at level 11, which grants me the power to infuse weapons and other items with a spell. The owner of the item can activate the spell as an action, using my Intelligence modifier for the spell’s damage.
Magic Item Savant (level 14) further increases my ability with magic items. Now, I can attune up to 5 magic item and ignore any race, spell and level requirements to use it. This magic item ability keeps increasing at level 18, making me a Magic Item Master and attuning up to 6 magic items at once.
My final and ultimate ability is Soul of Artifice, which grants me a couple of epic abilities. First, I can add +1 to a saving throw per magic item I’m currently attuned to. That means up to +6 at this level. Plus, I can choose to end one of my infusions if I drop to 0 HP, bringing me back to life with 1 HP instead. However, I can’t come back if I’m killed outright.
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