I love the artillerist, and I did name my cannon! It's the C.A.T. or Clockwork Arcane Turret. Each version... (Flamethrower) Napalm Infused Projectiles aka CAT-NIP (Force Ballista) Aetherial Propelled Units of Leveraged Torque aka CAT-APULT (Protector) Ordinal X Temporary Armor Improvement Leash System aka CAT-Ox-TAILS
Haha! Same here! I named my cannon T.O.D.D. for Tiny Ordnance Delivery Device and my Homunculus Servant is A.N.I.S. for Aerial Nano-Infiltration Device (Anisoptera are dragonflies - it's a dragonfly shaped drone) I have it so A.N.I.S flies T.O.D.D. around battle!
My artillerist took the term ‘hand cannon’ a little too serious. Turned a glove into a sentient cannon that moves around by itself. Makes great surprise attacks
an armorer, artillerist and a Battlesmith. Gnome combine!!!!!!!!! Battle smith pet at bottom Armorer as the waist. Artillerist cannons hands or shoulders :D Go Go Mecha Gnome :D
My Artillerist Artificer considers her Eldritch Cannons as her pets. She even named them. The Force Ballista is panther-shaped; its name is Ravage. The Flamethrower is ant-shaped; its name is Inferno. The Protector is a boombox on wheels; its name is Soundwave.
@@hypershadic98 I am so glad you have also gone with the Transformers theme. My gnome artificer has also done this. Force Ballista = Megatron, Flamethrower = Grimlock, Protector = Trailblazer (he actually projects a forcefield in the cartoon). Don't forget that your Homunculus can also be reflavoured to a Transformer too (I'm planning on Laserbeak or Starscream)
@@Jonestein13 Because I preferred Beast Wars to G1, because you can't give Eldritch Cannons wings, and because the one that'd fit the name is already named Ravage. lol
@@cerealEUW nowhere in the rules is said that you need a free hand to operate it. It just needs to be in range of 60ft from you and a bonus action to activate. A tiny cannon CAN be held in one hand, but has no need in it, especially if it has legs. So a tiny eldritch cannon with legs can totally stand on a creature's shoulder and be activated with bonus action without using hands. If you want to be a rules lawyer, at least be correct.
Currently playing an artillerist. My gnome is a toymaker and his cannons are various toys- clockwork fire belly toad, a rocket crowing cockatrice, and a dancing toadstool with healing spores.
About the only thing that bugs me is that you need to use Woodcarving or Smith's tools to create the Eldritch Cannon. My Artillerist uses his Jeweler's tools to create rune-infused gemstones which, when activated (thrown, attached to something, etc), replicate the effects of magical spells. I'd prefer to be able to use my Jeweler's tools to create the Eldritch Cannon since it'd be easy to flavour it as the gemstone is used as the cannon's "core". Thankfully my DM was okay with it and is allowing me to do so because he likes the flavour. My cannons take on visual representations of elementals, though they don't themselves have an element for the purposes of stats and defenses; the Force Ballista is a little Air Elemental, the Flamethrower is a little Fire Elemental, and the Protector is a little Earth Elemental with a little gemstone at its core. Basically, I think the tools that can be used to create the Eldritch Cannon should be expanded. Ultimately, it should be any set of tools that allows you to create something. There would also be no reason why some of the tools couldn't overlap somewhat. For example: Woodcarving tools (figures/busts), Smith's tools (miniature weapons/armour, statues), Jeweler's tools (gemstones), Weaver's tools (dolls), Leatherworker's Tools (dolls), Calligrapher's tools (sigils), Painter's tools (literally painting it into existance), etc.
Ah yes, cooking tools used to make exploding pies and pastries. Brewer's supplies for literal fire whiskey or cobblers tools to craft boots that kick the crap out of your enemies and high heels that impale them... Endless possibilities with a willing DM.
"Now, how am I gonna sensibly.. erm, remove the dragon from this here peaceful town without hurting myself or anyone else? The answer? Use a gun. And if that don't work... use more gun."
I reflavored my flamethrower as a acident when making something to heat up tea and it sprays hot steam instead of fire (aka does not catch things on fire)
Just made a new character. Cyborg-cowboy with a shoulder cannon that has a face on it, that only has two different faces. Happy (traditional happy yellow smiley face) and angry (traditional red face with frown and eyebrows) it has a mind of its own, and gets offended very quickly, but the cowboy has a cool head and can make it settle down.
I never was able to work this character into a campaign, but I had the idea for a forest gnome artillerist artificer who grew up in a Druid commune but always wanted to train in engineering with the rock gnomes. He never had a lot of metal to work with, so his cannons are basically just hollowed out logs with chair legs.
@@gamecavalier3230 It could be more of a dm ruling. Some could say the 1d8 is already applied or since the explosion is your action instead of the cannon's it doesn't apply.
The +d8 damage from the Arcane Firearm applies only to spells "cast through the firearm". It never applies to any effect of the Eldritch Cannon. I love the enthusiasm they have for the game, but these guys are pretty bad at mechanics. 😆
@@gamecavalier3230 Gotcha. I should've been reading more attentively. I was replying while watching Todd and James confuse this very thing. I misinterpreted both the video and these comments by half-assing it! Explosive Cannon boosts damage rolls by d8, meaning attacks now do 3d8 damage. The explosion likewise deals 3d8, as is explicitly stated. Specific trumps general. Trying to finagle an extra d8 onto the explosive damage is cheesy. 😄 Unfortunately, Explosive Cannon does not increase the temporary hp from the protector cannon, as the feature specifically increases damage. If a DM decided to houserule an increase to thp, it certainly wouldn't break anything.
@@gamecavalier3230 Because the same feature, in the very next sentence, explicitly states that the explosion inflicts 3d8 damage, putting it right in line with the features baseline damage. Specific beats general; or you might say "specific always wins". If a rule specifically states something works a certain way, then there's generally no ambiguity. EDIT: I wonder if they might clean up this wording in Tasha's Cauldron. It wouldn't be a bad idea to do so.
I've had two so far. One of which was a tiefling that was planned out as an off-Paladin, Zariel for the smites. My idea for him was to have the tiny version of the turrets and the other spells as ornaments on his horns. My other was a half-orc salesman based on Wainwright Jakobs, mostly the accent. Sadly, infusions didn't work like I hoped, at least for my plans of being someone who sells his infused items. I had an evil idea of giving my Homonculus Servant a tiny Eldritch cannon. The idea I had, and still have for future ones, is a wooden tiefling based on an ASMRtists character she created. So my enemies are essentially being tailed by a mini tiefling with a pistol. Again, something I doubt is allowed by RAW.
My artillerist combines a flying homonculus which I get from magic infusions at 2nd level with the eldritch cannon I get from 3rd level to essentially make a flying gun that can be controlled remotely. The homonculus is an adorable little toy robot with an LED face and a propeller hat and magnetic hands to hold the eldritch cannon. It allows for a lot of shenanigans, which is objectively necessary for a good D&D game
speaking of interesting reflavor I play an artillerist in a humblewood campaign where I'm a flying squirrel and my arcane focus is a grenade launcher (the bombs look like acorns). I 'm literally a mini bomber plane as I glide over the battlefield XD
Been trying an artificer artillerist and love the flavour options, I've definitely made it my own. However, at low levels its almost foolish to cast spells for anything other than creating a turret, because as I found out the hard way, getting into a prolonged or higher difficulty battle or a long dungeon crawl can leave you a chocolate teapot with no real combat skills and cantrips that are poor damage. After a couple of boring sessions where I wasn't useful I learned my lesson. Hoping it improves at level 5. p.s. I have 3 different cannons, completely different for the theme of their effect. Great fun.
At levels 1-4 I can totally see artificer's eldritch cannon's being better than the attack spells artificer gets at that level, since you know, artificer doesn't get many aside from your automatically learned subclass spells, but yea shatter and scorching ray are definitely going to be used a lot.
@@CampervanCookout That is also a valid point. Very rarely do the encounters I run last a full minute (10 rounds) during levels 1-4, so at earlier levels it doesn't matter too much unless you play with a lot of people, but they don't require concentration if I recall right either, so that makes then much better than a lot of similar effects at your level. I guess they'd need to be this good for artificer's mostly support spell kit to work offensively. Either way you can always just make a shotgun or something and then occasionally use your arcane firearm to blast out a scorching ray, right.
@@deadseven3474 our game is quite high difficulty I think, DM likes it hard core :D I’m looking forward to l5 and am loving the themes and flavour of this class
I don't think Arcane Firearm fits, at least, it's like a random feature thrown in that doesn't fit with the rest of the subclass. Should make it so that it allows your Eldritch Cannon to be treated as your spellcasting focus.
I like that your turn isn’t wasted even if you need to make another cannon, because once they’re made you can use your bonus action to still deal damage.
You can use Firebolt; you can think of it as your new firearms shooting either- severely hot lead, so hot it literally melts the rounds; or, you’re just shooting straight up fire.
My artilerist fantasy is a tiefling sniper with a force belista so yeah and he multiclass into fighter gunslinger with the bad news (A sniper rifle with a range of 1400ft) and his sniper rifle amd his eldritch cannon is the same weapon
I'm intrigued to know if Arcane Firearm can be made a Spell Storing Item, so that charges of e.g. Scorching Ray receive the bonus? I think I looked it up and it checked out, but would like confirmed?
So I'm definitely no expert here so second opinions would be appreciated. But from reading over it, when you use your Spell Storing Item, you aren't casting the spell, you are "using an action to produce the spells effect" Given that Arcane Firearm cares specifically about casting the spell I'd say it probably doesn't apply the bonus. There doesn't seem to be any reason why your Arcane Firearm can't also be you SSI though, just no bonus.
I still don't understand the Firearm aspect of arcane firearm. Is it just a gun that you can shoot bullets with, that you can also use as a focus to cast spells which then gets a 1d8+ bonus added to it?
Eldritch blast or eldritch cannon? Because the feat doesn't really synergize with eldritch cannon, you need to cast a spell that requires an attack roll to get the doubled range from the feat, summoning an eldritch cannon is not the same as casting spell even if you expend a spell slot to summon it, you learn a cantrip from the feat that requires an attack roll, a non artificer cantrip, so that cantrip doesn't get the bonus from your arcane fire arm, the force ballista however requires you to make a ranged spell attack, with the feat all ranged spell attacks ignore half and three quarters cover so that would apply. If you ask me you're much better off not taking spell sniper as an artillerist, take the enhanced spell focus infusion on your arcane firearm instead, if an enemy is behind cover just move the turret or have it move, choose flamethrower, detonate the turret or something, at 10th level you can make winged boots, picking a different feat is the smart thing because at a certain level and with the right infusions there is no hiding from you. Just FYI: 120 feet is more than enough range, you really don't need more than that. and all of spell sniper applies to all of eldritch blast.
I'm using this subclass to live out my dual gun wielding spellcaster fantasy 😆😆😆. Imagine a spellcasted shooting force arrows out of Eldritch Canon from one pistol then fire 3 Scorching Rays from another pistol. Omggg that would be cool.
I don't think so. At least in the Ebberon book, it's worded as "When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled." I don't know if they'll lift the artificer spell prerequisite in Tasha's, but it does say to only one of the spell's damage rolls.
@@Urkkahlia they say "You don't add for each dice that you roll." But I think it's vague on if the spell itself produces multiple blasts. Maybe the book will have more clarity I doubt it's meant to be that broken.
The problem I see with the artillerist are the spell slots. You wanna cast a lot of spells in battle, and you need spell slots to re-use the eldritch cannon which is only free once per long rest and (unlike the Battle Smith's steel defender) only lasts for a limited time.
I dunno I am currently playing one and they feel quite powerful. If you wanna deal damage cantrips start beating first level spells pretty soon and seeing as you can make use of ritual casting you're probably not gonna use them up for utility spells either, so you are free to pretty much cast all higher level spells and save your 1st levels for your eldritch cannon. And thanks to your eldritch cannon and arcane firearm your damage output will still be decent once you've used up your spell slots, provided you chose a damage cantrip, and if you didn't what are you doing playing an Artillerist. If you get into enough encounters in a day to where 5 eldritch cannons with a solid AC and 5 x your level worth of hit points, each lasting an hour aren't enough your DM probably just wants to outright kill your party. Especially since you can basically completely heal them between encounters if someone has a mending cantrip.
Guns is kind of an american thing... old west and all. But guns are illegal in other countries... What do people from other countries think about guns in DnD? ... I heard a DNDer from the UK say that the English think the americans are a bunch of yahoos... Does your market research agree that guns are a good thing for international DnD?
We generally look down on public use of magic, intervention of gods and wielding a sword in the UK too... Just because we think public ownership of guns is insane doesn't mean anything to our games you bloody fool.
I think the artillerist is more meant to give you the option to have something *like* a firearm, if that's what you want. Firearms themselves are still "not part" of the base rules, but the Artillerist wording is intentionally meant to invoke something more like a wand or magic whose purpose is primarily built around spewing damaging spells. It's much more of a "magic blaster" than adding rules for guns.
Pre-order Tasha's Cauldron of Everything on D&D Beyond: dndbeyond.link/tashasartillerist
Does the 1d8 upgrade for damage also go to the protection turret
That thumbnail is Cat Matt Mercer and you can’t tell me otherwise
Cat Mercer?
Catthew Mercer.
Matt Meowcer
Nyatt Mercer
"It's high nyun."
I love the artillerist, and I did name my cannon! It's the C.A.T. or Clockwork Arcane Turret. Each version...
(Flamethrower) Napalm Infused Projectiles aka CAT-NIP
(Force Ballista) Aetherial Propelled Units of Leveraged Torque aka CAT-APULT
(Protector) Ordinal X Temporary Armor Improvement Leash System aka CAT-Ox-TAILS
This is brilliant!
Haha! Same here!
I named my cannon T.O.D.D. for Tiny Ordnance Delivery Device
and my Homunculus Servant is A.N.I.S. for Aerial Nano-Infiltration Device (Anisoptera are dragonflies - it's a dragonfly shaped drone)
I have it so A.N.I.S flies T.O.D.D. around battle!
Mine are BaLTaSAR, MeLChioR, and GaSPaR.
I made my character have a glock
G.un-wand
L.inked to
O.ffensive
C.antrips of
K.illing
These are all great and i love them
Artillerist Artificer with the entertainer background. Your arcane firearm is an electric guitar and your turrets are speakers and amps
Brilliant
Blaster Bard. I love it.
amazing
EEEEEEEENTERRRR THE GUUUUUNGEON!!!
You're just that one dude in Mad Max Fury Road
My artillerist took the term ‘hand cannon’ a little too serious. Turned a glove into a sentient cannon that moves around by itself. Makes great surprise attacks
Call it Thing...
The Artificer's Armorer, Artillerist, and Battlesmith classes are all grazing the edge of having a D&D Mecha/Gundam.
Yeah, they should cut to the chase already and give us Siege Titans.
My party has a long term plan to help my artillerist make a mecha, so you are not wrong there.
an armorer, artillerist and a Battlesmith.
Gnome combine!!!!!!!!!
Battle smith pet at bottom
Armorer as the waist.
Artillerist cannons hands or shoulders :D
Go Go Mecha Gnome :D
Three kobolds in a VERY dangerous trench coat.
😂👍
My Artillerist Artificer considers her Eldritch Cannons as her pets. She even named them.
The Force Ballista is panther-shaped; its name is Ravage.
The Flamethrower is ant-shaped; its name is Inferno.
The Protector is a boombox on wheels; its name is Soundwave.
I see whatcha did there,clever.
@@hypershadic98 I am so glad you have also gone with the Transformers theme. My gnome artificer has also done this. Force Ballista = Megatron, Flamethrower = Grimlock, Protector = Trailblazer (he actually projects a forcefield in the cartoon). Don't forget that your Homunculus can also be reflavoured to a Transformer too (I'm planning on Laserbeak or Starscream)
What?! No love for Laserbeak?
@@Jonestein13 Because I preferred Beast Wars to G1, because you can't give Eldritch Cannons wings, and because the one that'd fit the name is already named Ravage. lol
I know it's not official, but Matt Mercer's gunslinger multiclassed with artillerist could set up one hell of an ambush
I always make my cannon a little shoulder mounted autocannon.
For the predator build. Or the war machine build.
It should take one hand to operate else that's giving it a feature it doesn't have.
@@cerealEUW who care it cool
@@cerealEUW nowhere in the rules is said that you need a free hand to operate it. It just needs to be in range of 60ft from you and a bonus action to activate. A tiny cannon CAN be held in one hand, but has no need in it, especially if it has legs. So a tiny eldritch cannon with legs can totally stand on a creature's shoulder and be activated with bonus action without using hands.
If you want to be a rules lawyer, at least be correct.
Currently playing an artillerist. My gnome is a toymaker and his cannons are various toys- clockwork fire belly toad, a rocket crowing cockatrice, and a dancing toadstool with healing spores.
About the only thing that bugs me is that you need to use Woodcarving or Smith's tools to create the Eldritch Cannon. My Artillerist uses his Jeweler's tools to create rune-infused gemstones which, when activated (thrown, attached to something, etc), replicate the effects of magical spells. I'd prefer to be able to use my Jeweler's tools to create the Eldritch Cannon since it'd be easy to flavour it as the gemstone is used as the cannon's "core".
Thankfully my DM was okay with it and is allowing me to do so because he likes the flavour. My cannons take on visual representations of elementals, though they don't themselves have an element for the purposes of stats and defenses; the Force Ballista is a little Air Elemental, the Flamethrower is a little Fire Elemental, and the Protector is a little Earth Elemental with a little gemstone at its core.
Basically, I think the tools that can be used to create the Eldritch Cannon should be expanded. Ultimately, it should be any set of tools that allows you to create something. There would also be no reason why some of the tools couldn't overlap somewhat.
For example: Woodcarving tools (figures/busts), Smith's tools (miniature weapons/armour, statues), Jeweler's tools (gemstones), Weaver's tools (dolls), Leatherworker's Tools (dolls), Calligrapher's tools (sigils), Painter's tools (literally painting it into existance), etc.
Ah yes, cooking tools used to make exploding pies and pastries. Brewer's supplies for literal fire whiskey or cobblers tools to craft boots that kick the crap out of your enemies and high heels that impale them... Endless possibilities with a willing DM.
@@eigencap Yes! So very much yes!
Let's be honest.
The Artillerist = The Engineer from Team Fortress 2
With minis
"Now, how am I gonna sensibly.. erm, remove the dragon from this here peaceful town without hurting myself or anyone else? The answer? Use a gun. And if that don't work... use more gun."
I reflavored my flamethrower as a acident when making something to heat up tea and it sprays hot steam instead of fire (aka does not catch things on fire)
There's absolutely no way that I'm not making a gnome artillerist who rides around inside their cannon like a miniature tank.
The new Armorer might work for that too...
Been riding mine regardless of the size nerf of a turret 🤣
Now if I was to play a tortle could i in theory attach my cannon to my shell and become a literal walking tank
Now the question is, how do we turn this into a Blastoise?
@@BassMonkeyRush dual flam throwers flavored as water?
@@BassMonkeyRush Instead of doing a 15ft cone, do a 5ftx30ft line, like a Dragonborn breath attack.
@@gom3825 Make them a Constitution save vs Cold damage?
Just made a new character. Cyborg-cowboy with a shoulder cannon that has a face on it, that only has two different faces. Happy (traditional happy yellow smiley face) and angry (traditional red face with frown and eyebrows) it has a mind of its own, and gets offended very quickly, but the cowboy has a cool head and can make it settle down.
I never was able to work this character into a campaign, but I had the idea for a forest gnome artillerist artificer who grew up in a Druid commune but always wanted to train in engineering with the rock gnomes. He never had a lot of metal to work with, so his cannons are basically just hollowed out logs with chair legs.
I think the extra 1d8 only applies to the flamethrower and the force ballista. I wish it also increased the protector temp hp as well.
@@gamecavalier3230 It could be more of a dm ruling. Some could say the 1d8 is already applied or since the explosion is your action instead of the cannon's it doesn't apply.
The +d8 damage from the Arcane Firearm applies only to spells "cast through the firearm". It never applies to any effect of the Eldritch Cannon.
I love the enthusiasm they have for the game, but these guys are pretty bad at mechanics. 😆
@@gamecavalier3230 Gotcha. I should've been reading more attentively. I was replying while watching Todd and James confuse this very thing. I misinterpreted both the video and these comments by half-assing it!
Explosive Cannon boosts damage rolls by d8, meaning attacks now do 3d8 damage. The explosion likewise deals 3d8, as is explicitly stated. Specific trumps general. Trying to finagle an extra d8 onto the explosive damage is cheesy. 😄
Unfortunately, Explosive Cannon does not increase the temporary hp from the protector cannon, as the feature specifically increases damage. If a DM decided to houserule an increase to thp, it certainly wouldn't break anything.
@@gamecavalier3230 Because the same feature, in the very next sentence, explicitly states that the explosion inflicts 3d8 damage, putting it right in line with the features baseline damage. Specific beats general; or you might say "specific always wins". If a rule specifically states something works a certain way, then there's generally no ambiguity.
EDIT: I wonder if they might clean up this wording in Tasha's Cauldron. It wouldn't be a bad idea to do so.
We need another video with them clearing that specific question up. It is either 3d8 or 4d8.
I've had two so far. One of which was a tiefling that was planned out as an off-Paladin, Zariel for the smites. My idea for him was to have the tiny version of the turrets and the other spells as ornaments on his horns. My other was a half-orc salesman based on Wainwright Jakobs, mostly the accent. Sadly, infusions didn't work like I hoped, at least for my plans of being someone who sells his infused items.
I had an evil idea of giving my Homonculus Servant a tiny Eldritch cannon. The idea I had, and still have for future ones, is a wooden tiefling based on an ASMRtists character she created. So my enemies are essentially being tailed by a mini tiefling with a pistol. Again, something I doubt is allowed by RAW.
My artillerist combines a flying homonculus which I get from magic infusions at 2nd level with the eldritch cannon I get from 3rd level to essentially make a flying gun that can be controlled remotely. The homonculus is an adorable little toy robot with an LED face and a propeller hat and magnetic hands to hold the eldritch cannon. It allows for a lot of shenanigans, which is objectively necessary for a good D&D game
You're so right about the guns in Farscape! 😁👍
speaking of interesting reflavor I play an artillerist in a humblewood campaign where I'm a flying squirrel and my arcane focus is a grenade launcher (the bombs look like acorns). I 'm literally a mini bomber plane as I glide over the battlefield XD
Tell me you have aviator goggles
Been trying an artificer artillerist and love the flavour options, I've definitely made it my own. However, at low levels its almost foolish to cast spells for anything other than creating a turret, because as I found out the hard way, getting into a prolonged or higher difficulty battle or a long dungeon crawl can leave you a chocolate teapot with no real combat skills and cantrips that are poor damage. After a couple of boring sessions where I wasn't useful I learned my lesson. Hoping it improves at level 5.
p.s. I have 3 different cannons, completely different for the theme of their effect. Great fun.
At levels 1-4 I can totally see artificer's eldritch cannon's being better than the attack spells artificer gets at that level, since you know, artificer doesn't get many aside from your automatically learned subclass spells, but yea shatter and scorching ray are definitely going to be used a lot.
@@deadseven3474 yes indeed and as they last for 1 hour the damage output is far more long lasting too.
@@CampervanCookout That is also a valid point. Very rarely do the encounters I run last a full minute (10 rounds) during levels 1-4, so at earlier levels it doesn't matter too much unless you play with a lot of people, but they don't require concentration if I recall right either, so that makes then much better than a lot of similar effects at your level. I guess they'd need to be this good for artificer's mostly support spell kit to work offensively.
Either way you can always just make a shotgun or something and then occasionally use your arcane firearm to blast out a scorching ray, right.
@@deadseven3474 our game is quite high difficulty I think, DM likes it hard core :D I’m looking forward to l5 and am loving the themes and flavour of this class
*prolonged
I don't think Arcane Firearm fits, at least, it's like a random feature thrown in that doesn't fit with the rest of the subclass. Should make it so that it allows your Eldritch Cannon to be treated as your spellcasting focus.
I like that your turn isn’t wasted even if you need to make another cannon, because once they’re made you can use your bonus action to still deal damage.
Artillerist + shadowtouched feat. Activate the "flamethrower" part of your eldrith canon while remaining invisible.
Two levels of Warlock for agonizing blast through your arcane firearm, BOOM
Only works with artificer spells.. I had the same idea
You can use Firebolt; you can think of it as your new firearms shooting either- severely hot lead, so hot it literally melts the rounds; or, you’re just shooting straight up fire.
Spell storing item + scorching ray + arcane firearm = good times.
My artilerist fantasy is a tiefling sniper with a force belista so yeah and he multiclass into fighter gunslinger with the bad news (A sniper rifle with a range of 1400ft) and his sniper rifle amd his eldritch cannon is the same weapon
Magic Cannon, Arcane Firearm, and then he takes a level in Warlock, building an Eldritch Blaster.
Artillerest + gunslinger multi class equals Mandalorian with wrist gauntlets/ eldritch cannons
I made a battlesmith based on the armorer from the mandalorian, high ac cause beskar, firebolt, web, fly, and a warhammer
Finally i can make my Artillerist Rogue with a mechanical arm for the Eldritch Cannon.
Eldritch Cannon? 1812 Overture intensifies
Is there a difference between the Eberron Artillerist and Tasha's?
I'm intrigued to know if Arcane Firearm can be made a Spell Storing Item, so that charges of e.g. Scorching Ray receive the bonus? I think I looked it up and it checked out, but would like confirmed?
So I'm definitely no expert here so second opinions would be appreciated. But from reading over it, when you use your Spell Storing Item, you aren't casting the spell, you are "using an action to produce the spells effect" Given that Arcane Firearm cares specifically about casting the spell I'd say it probably doesn't apply the bonus. There doesn't seem to be any reason why your Arcane Firearm can't also be you SSI though, just no bonus.
That's Matthew Mercer in cat makeup right????
This is basically Viktor the powder merchant
Kind of, closer to Percy than Viktor
Just make a magical tank subclass
(casts Haste and Enlarge on the cannon) World of Tanks time.
@@itwasidio1736 not really it's still a cannon not a tank I want a magile M4A1 Sherman medium tank or a STUG III!
I still don't understand the Firearm aspect of arcane firearm. Is it just a gun that you can shoot bullets with, that you can also use as a focus to cast spells which then gets a 1d8+ bonus added to it?
As an artillerist, if you have an eldritch cannon and a homunculus, can they both act on the same bonus action?
With so many weapons to have, i'm gonna creat aphelios :D
so matt mercer is subclass now?
Magic stone plus arcane firearm?
How does eldritch blast via spell sniper work?
Eldritch blast or eldritch cannon? Because the feat doesn't really synergize with eldritch cannon, you need to cast a spell that requires an attack roll to get the doubled range from the feat, summoning an eldritch cannon is not the same as casting spell even if you expend a spell slot to summon it, you learn a cantrip from the feat that requires an attack roll, a non artificer cantrip, so that cantrip doesn't get the bonus from your arcane fire arm, the force ballista however requires you to make a ranged spell attack, with the feat all ranged spell attacks ignore half and three quarters cover so that would apply.
If you ask me you're much better off not taking spell sniper as an artillerist, take the enhanced spell focus infusion on your arcane firearm instead, if an enemy is behind cover just move the turret or have it move, choose flamethrower, detonate the turret or something, at 10th level you can make winged boots, picking a different feat is the smart thing because at a certain level and with the right infusions there is no hiding from you.
Just FYI: 120 feet is more than enough range, you really don't need more than that.
and all of spell sniper applies to all of eldritch blast.
And this is how you make the toy maker in DnD
“I murdered your toys as well”
I’m making a character with a Glock
G.un-Wand
L.inked to
O.ffensive
C.a trips of
K.illing
my Dm let me put cantrips into my turrets instead, He was not prepared for 12 beams of eldritch blast
Or a shoulder mounted turret like Predator
How about building one based on the Superman villain Toyman?
I'm using this subclass to live out my dual gun wielding spellcaster fantasy 😆😆😆. Imagine a spellcasted shooting force arrows out of Eldritch Canon from one pistol then fire 3 Scorching Rays from another pistol. Omggg that would be cool.
So they turned the turrent into an eldritch cannon. Interesting terminology.
Heimerdinger is that you?
If they use eldritch blast does it seriously get another d8 per blast?
I don't think so. At least in the Ebberon book, it's worded as "When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled."
I don't know if they'll lift the artificer spell prerequisite in Tasha's, but it does say to only one of the spell's damage rolls.
@@guitarguy883 it seems like the stated it would apply to multiple instances of rolls for damage
@@tylermohle5486 at 7:03 they say it only applies to 1 role
@@Urkkahlia they say "You don't add for each dice that you roll." But I think it's vague on if the spell itself produces multiple blasts. Maybe the book will have more clarity I doubt it's meant to be that broken.
Comment here if you make an eldritch cannons in the form of Gaster Blasters.
Bb-8 with a flame thrower
“Hello future people I will be defeating, Doctor T here”
Time to make the Engineer!!!
I can see the rogue/spy mischievously messing with the sentry of the texan artificer
Soooo, nothing at all changed from release. Why are they talking about this subclass as if it hasn't been around since Eberron 2019?
You just can have R2-C4.
The problem I see with the artillerist are the spell slots. You wanna cast a lot of spells in battle, and you need spell slots to re-use the eldritch cannon which is only free once per long rest and (unlike the Battle Smith's steel defender) only lasts for a limited time.
I dunno I am currently playing one and they feel quite powerful. If you wanna deal damage cantrips start beating first level spells pretty soon and seeing as you can make use of ritual casting you're probably not gonna use them up for utility spells either, so you are free to pretty much cast all higher level spells and save your 1st levels for your eldritch cannon.
And thanks to your eldritch cannon and arcane firearm your damage output will still be decent once you've used up your spell slots, provided you chose a damage cantrip, and if you didn't what are you doing playing an Artillerist.
If you get into enough encounters in a day to where 5 eldritch cannons with a solid AC and 5 x your level worth of hit points, each lasting an hour aren't enough your DM probably just wants to outright kill your party. Especially since you can basically completely heal them between encounters if someone has a mending cantrip.
Exploding guns in farscape?
artilerist is the equivalent to the Engineer from ROR2
Or engineer from TF2
Cat Mercer made me click this video
Engineer gaming
Guns is kind of an american thing... old west and all. But guns are illegal in other countries... What do people from other countries think about guns in DnD? ... I heard a DNDer from the UK say that the English think the americans are a bunch of yahoos... Does your market research agree that guns are a good thing for international DnD?
We generally look down on public use of magic, intervention of gods and wielding a sword in the UK too...
Just because we think public ownership of guns is insane doesn't mean anything to our games you bloody fool.
I think the artillerist is more meant to give you the option to have something *like* a firearm, if that's what you want. Firearms themselves are still "not part" of the base rules, but the Artillerist wording is intentionally meant to invoke something more like a wand or magic whose purpose is primarily built around spewing damaging spells. It's much more of a "magic blaster" than adding rules for guns.