Artificer: Artillerist

### Artillerist Spells

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.

 3rd
 5th
 9th
 13th
 17th

### Arcane Turret

At 3rd level, you have successfully finished your newest invention: the Arcane Turret. At the end of a short or long rest, you can spend 10 minutes building an Arcane Turret, whose stats are detailed below. After creating a turret, you cannot do so again until the end of your next short or long rest. If you create a second turret, the first disappears.

Upon creation, the turret is dormant. In this state, it cannot move or take actions. As an action, you may touch the turret and expend a spell slot of 1st level or higher. When you do so, the turret becomes active, and can perform actions as normal. Once charged, you must maintain concentration on the turret, as you would a spell. The turret remains active for 10 minutes, or until you lose concentration, after which it runs out of magical energy and becomes dormant again.

As a bonus action, you may command the turret as long as it is within 100 feet of you. When you do so, you may command it to move and take one action of your choice. It cannot take any actions that are not listed in its stat block (such as the Help or Dash actions, for example). When the turret casts a spell, it uses your level, your spell save DC, and your spell attack modifier when necessary.

## Arcane Turret

*Small construct, neutral*

**Armor Class:** 18

**Hit Points:** 5 times your Artificer level

**Speed:** 15ft. **Climb speed:** 15ft.

**STR:** 10 (+0) **DEX:** 10 (+0) **CON:** 10 (+0) **INT:** 10 (+0) **WIS:** 10 (+0) **CHA:** 10 (+0)

**Damage Immunities:** Poison, Psychic

**Condition Immunities:** All conditions

**Languages:** None

**Self-Destruct.** When this creature is reduced to 0 hit points, all creatures within 5 feet must make a Dexterity saving throw, taking 3d8 force damage on a failed save, or half as much on a successful one. Afterwards, this creature is permanently destroyed.

#### **Actions**

**Arcane Weaponry.** This creature reproduces the effects of one of the following cantrips: acid splash, fire bolt, lightning lure, produce flame, ray of frost, sword burst, thunderclap

**Spellfire.** Using your spell slots, this creature casts one of the spells listed in the "Artillerist Spells" list. If the spell's area is a sphere (such as the shatter or fire ball spells), its point is always centered on the turret.

**Detonate.** This creature willfully activates its Self- Destruct feature.

### Supercharge

Starting at 5th level, when you spend a spell slot to charge your Arcane Turret, it stays charged and active for up to 1 hour before it becomes dormant again.

### Arcane Upgrades

Also starting at 5th level, your turret can transform into alternate configurations known as "modes." The turret starts in its Default Mode, which is listed in the Arcane Turret stat block. As an action, you command your turret to transform, which allows it to switch to a different mode of your choice. While transformed, the turret retains its stats and features unless otherwise specified. However, it cannot cast any spells via its Arcane Weaponry or Spellfire actions outside of its Default Mode.

You learn how to reconfigure your turret into two new modes: **Assault Mode** and **Guardian Mode**.

## Assault Mode

* The turret's speed becomes 30 ft.
* The turret increases in size, becoming a medium construct.
* The turret gains two appendages, which can be used to grapple or shove as an action. For the purpose of these actions, treat the turret as if it has a Strength modifier equal to your Intelligence modifier.
* The turret gains an additional action:
* **Bionic Weapon.** This creature makes a melee attack with a range of 5 feet. On a hit, the attack deals damage equal to 1d10 + your Intelligence modifier. The damage type is either bludgeoning, piercing, or slashing, decided by you when you command the turret to shift into Assault Mode. The damage dealt by this attack is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

## Guardian Mode

* The turret's AC becomes 20.
* The turret increases in size, becoming a medium construct.
* The turret's height increases. As a result, a creature hiding behind the turret gains the benefits of full cover.
* The turret gains an additional action:
* **Barrier Field.** All creatures within a 10 foot radius gain temporary hit points equal to 1d8 + your Intelligence modifier.

### Stable Connection

Starting at 9th level, you have advantage on Constitution saving throws made to maintain concentration on your Arcane Turret.

### Additional Upgrades

Starting at 15th level, you learn two additional modes for your turret: Transport Mode and Recon Mode.

## Transport Mode

* The turret increases in size, becoming a large construct.
* The turret can be mounted by any medium or smaller creature.
* The turret's speed increases to 60 ft.
* The turret's climb speed increases to 30 ft.
* The turret gains an additional action:
* **Overdrive.** This creature takes the Dash action.

## Recon Mode

* The turret decreases in size, becoming a tiny construct.
* The turret's speed increases to 30 ft.
* The turret's climb speed increases to 30 ft.
* The turret's Stealth skill modifier becomes +5.
* The turret gains an additional action:
* **Visual Relay.** This creature transmits its vision to you, allowing you to perceive its visual senses.