Page 60 - Eberron -Rising from the Last War_Neat
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RESTORATIVE REAGENTS ELDRITCH CANNON
Starting at 9th level, you can incorporate restorative re At 3rd level, you learn how to create a magical cannon.
agents into some of your works: Using woodcarver's tools or smith's tools, you can take
an action to magically create a Small or Tiny eldritch
• Whenever a creature drinks an experimental elixir
you created, the creature gains temporary hit points cannon in an unoccupied space on a horizontal surface
equal to 2d6 y our Intelligence modifier (minimum of within 5 feet of you. A Small eldritch cannon occupies
+
1 temporary hit point). its space, and a Tiny one can be held in one hand.
• You can cast lesser restoration without expending a Once you create a cannon, you can't do so again until
spell slot and without preparing the spell, provided you finish a long rest or until you expend a spell slot of
you use alchemist's supplies as the spellcasting focus. 1st level or higher. You can have only one cannon at a
You can do so a number of times equal to your Intelli time and can't create one while your cannon is present.
gence modifier (minimum of once), and you regain all The cannon is a magical object. Regardless of size,
expended uses when you finish a long rest. the cannon has an AC of 18 and a number of hit points
equal to five times your artificer level. It is immune to
CHEMICAL MASTERY poison damage, psychic damage, and all conditions. If
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By 5 th level, you have been exposed to so many chem it is forced to make an ability check or a saving throw,
icals that they pose little risk to you, and you can use treat all its ability scores as 10 (+O). If the mending spell
them to quickly end certain ailments: is cast on it, it regains 2d6 hit points. It disappears if it is
reduced to 0 hit points or after 1 hour. You can dismiss
• You gain resistance to acid damage and poison dam
age, and you are immune to the poisoned condition. it early as an action.
• You can cast greater restoration and heal without ex When you create the cannon, you determine its ap
pending a spell slot, without preparing the spell, and pearance and whether it has legs. You also decide which
without material components, provided you use al type it is, choosing from the options on the Eldritch Can
chemist's supplies as the spellcasting focus. Once you nons table. On each of your turns, you can take a bonus
cast either spell with this feature, you can't cast that action to cause the cannon to activate if you are within
spell with it again until you finish a long rest. 60 feet of it. As part of the same bonus action, you can
direct the cannon to walk or climb up to 15 feet to an
ARTILLERIST unoccupied space, provided it has legs.
An Artillerist specializes in using magic to hurl energy, ELDR I TCH CAN N O N S
projectiles, and explosions on a battlefield. This destruc Cannon Activation
tive power was valued by all the armies of the Last War.
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Now that the war is over, some members of this spe Flamethrower The cannon exhales fire in an adjacent 5 -
cialization have sought to build a more peaceful world foot cone that you designate. Each creature
by using their powers to fight the resurgence of strife in in that area must make a Dexterity saving
Khorvaire. The gnome artificer Vi, an unlikely yet key throw against your spell save DC, taking
member of House Cannith's warforged project, has been 2d8 fire damage on a failed save or half as
especially vocal about making things right: "It's about much damage on a successful one. The fire
time we fixed things instead of blowing them all to hell."
ignites any flammable objects in the area
TOOL PROFICIENCY that aren't being worn or carried.
When you adopt this specialization at 3rd level, you gain Force Ballista Make a ranged spell attack, originating
proficiency with woodcarver's tools. If you already have from the cannon, at one creature or object
h
this proficiency, you gain proficiency with one other type within 2 0 feet of it. On a i t, the target
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of artisan's tools of your choice. takes 2d8 force damage, and if the target
is a creature, it is pushed up to 5 feet away
ARTILLERIST SPELLS
from the cannon.
Starting at 3rd level, you always have certain spells pre
pared after you reach particular levels in this class, as Protector The cannon emits a burst of positive en
shown in the Artillerist Spells table. These spells count ergy that grants itself and each creature of
as artificer spells for you, but they don't count against your choice withi n 1 0 feet of it a number of
the number of artificer spells you prepare. temporary hit points equal to ld8 + your
I n telligence modifier (minimum of +l).
ARTIL L E R I S T S P E L L S
Artificer Level Spell ARCANE FIREARM
3 r d shield, thunderwave At 5th level, you know how to turn a wand, staff, or rod
5th scorching ray, shatter into an arcane firearm, a conduit for your destructive
spells. When you finish a long rest, you can use wood
9th fireball, wind wall
carver's tools to carve special sigils into a wand, staff,
1 3 th ice storm, wall o f fire
or rod and thereby turn it into your arcane firearm. The
1 7 th cone o f cold, wall of f o rce sigils disappear from the object if you later carve them
on a different item. The sigils otherwise last indefinitely.
C H APTER 1 I CHARACTER CREATION
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