Artillerist (5e Creature)

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Artillerist[edit]

Medium humanoid (any race), any alignment


Armor Class 15 (chain shirt)
Hit Points 66 (12d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 17 (+3) 15 (+2) 10 (+0)

Saving Throws Int +5
Skills Arcana +5, Insight +4, Investigation +5, Stealth +5
Proficiency Bonus +2
Senses passive Perception 12
Languages any three languages
Challenge 4 (1,100 XP)


Adaptive Technique. If the artillerist sees a creature use the same weapon or spell for two or more rounds in a row, it can mark that creature. A mark lasts until the end of the artillerist's next turn.

Lay-Down Sniper. While prone, the artillerist has advantage on ranged weapon attacks (rather than disadvantage).

ACTIONS

Multiattack. The artillerist makes three suppressive cannon attacks.

Suppressive Cannon. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is marked, its movement speed is reduced by 10 feet (to a minimum of 0 feet). This penalty lasts until the start of the artillerist's next turn. This is a magic weapon attack.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Gadget (Recharge 5-6). The artillerist uses one of the following magical gadgets. Once a gadget is used, the artillerist can't use it again until it finishes a long rest.

Skyfury. The artillerist chooses four points it can see within 150 feet of it, calling down a bolt of lightning on each one. Each creature within 5 feet of any point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) lightning damage plus 11 (2d10) thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. To use this action, the artillerist must be under open sky or a ceiling at least 100 feet tall.
Flechette Blast. The artillerist fires metal shrapnel in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) slashing damage on a failed save, or half as much damage on a successful one. An unarmored creature has disadvantage on this saving throw.
Toxic Bomb. The artillerist fires a smoking, toxic grenade at a point it can see within 90 feet of it. The smoke expands to fill a 20-foot-radius sphere. The sphere spreads around corners, and its area is lightly obscured. A creature that starts its turn in the smoke or enters it for the first time on a turn must make a DC 13 Constitution saving throw or take 13 (3d8) poison damage and become poisoned until the start of its next turn. On a successful save, a creature takes half as much damage and is not poisoned. The smoke lasts for 1 minute or until dispersed by a strong wind.

REACTIONS

Flattening Fire. When a creature marked by the artillerist moves into a space within 30 feet of it, the artillerist can use its reaction to make one suppressive cannon attack against it. If the attack hits, the target's speed is reduced to 0 feet until the end of its turn, and the artillerist's mark ends.

Artillerists study the way of the long blade. To them, however, a mere bow or crossbow is not enough. They instead embrace the power of technology, forging gadgets and contraptions capable of visiting extreme destruction. Although their devastating cannons can pin down an opponent with ease, their true power lies within gadgets that lace enemies with metal shards, scatter them with bursts of thunder, or choke the life from them.
Armies count themselves blessed to have an artillerist among their number, and they often advise artillery practice and weapons design. Other artillerists might work as assassins, selling their firepower to the highest bidder. Finally, an artillerist might be commissioned to work on a superweapon; despite claiming to have ethics, artillerists also have a need for funding and resources.

Tactics. Artillerists are strictly long-ranged, sticking to distant confrontations (using their Lay-Down Sniper trait to open a fight up from afar). If caught close-up, an artillerist will use Flechette Blast or Toxic Bomb to open up an avenue of escape. When suitably far away, they focus their Adaptive Technique and Suppressive Cannon on mobile targets. Though artillerists tend to relish in the ability to test their weapons, they're smart enough to know that this opportunity isn't worth dying, and flee fights earlier than later.

Variant: Alternate Gadgets

For more variety, consider switching out some of the artillerist's gadgets for the below options. These alternate gadgets have no effect on the artillerist's challenge rating.

Freeze Ray. The artillerist fires a ray of biting cold in a 60-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 13 Dexterity saving throw or take 17 (5d6) cold damage and become restrained by ice for 1 minute. While restrained, a creature can use its action to make a DC 13 Strength check, ending the effect on a success. The effect also ends if the creature takes any fire damage.
On a success, a creature takes half as much damage and isn't restrained.

Tangleburst. The artillerist fires an expanding clump of barbed wire at a space it can see within 90 feet of it, which covers the ground within 20 feet of that point with difficult terrain. A creature that moves through this difficult terrain takes 5 (2d4) piercing damage for every 5 feet it moves.

Magnetic Lance. The artillerist fires a burst of electromagnetic energy in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 21 (6d6) lightning damage on a failure and half as much damage on a success. A creature wearing metal armor has disadvantage on this save; if it fails, it is also pushed 20 feet directly away from the artillerist.

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