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
                1
             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.
                                                                                                        1
             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
                                                                                 1
             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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