Using Smith’s Tools or Woodcarver’s Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. The cannon’s game statistics appear below. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.

Once you create a cannon, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can’t create one while you already have one.

Eldritch Cannon

Small or Tiny Object
Armor Class

18

Hit Points

5 + Artificer level (casting Mending on the cannon restores 2d6 Hit Points to it)

Speed

15 ft.

Damage Immunities

Poison, Psychic

Activate Cannon (Requires You to be within 60 Feet of the Cannon)

As a Bonus Action, you order the cannon to use the Flamethrower, Force Ballista, or Protector option below; you can direct the cannon to move up to 15 feet before or after that option

Flamethrower

The cannon exhales fire in a 15-foot Cone. Each creature in that area makes a Dexterity saving throw against your spell save DC, taking 2d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning.

Force Ballista

Make a ranged spell attack originating from the cannon at one creature or object within 120 feet of it. On a hit, the target takes 2d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of Temporary Hit Points equal to 1d8 plus your Intelligence modifier (minimum of 1).