Martial Archetype
Cannoneer
Cannoneers are masters of light artillery. Slow and unwieldy weapons in the hands of these skilled cannoneers are transformed into tools of destruction that rain death upon enemies with precision, pounding them into dust.
It is said that against a team of skilled cannoneers, there is no such thing as an invincible fortress.
Cannoneer Features
| Cannoneer Level | Feature |
|---|---|
| 3rd | Cannon Forge, Fast Reload, Special Ammunition |
| 7th | Spotter's Eye |
| 10th | Cannon Swing |
| 15th | Optimal Range |
| 18th | Bombardment |
Saving Throws
Some of your features require targets to make saving throws to avoid or resist effects. The saving throw DC is calculated as followed:
Cannoneer Feature DC = 8 + your proficiency bonus +
Cannon Forge
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, or another artisan tool of your choice if you are already proficient with smith’s tools.
With access to your smith's tools and an open fire, you can craft a handcannon over a course of four days of work by expending 100 gp worth of metal. Additionally, you can craft 20 cannonballs over a course of one day of work by expending 1 gp worth of metal.
Fast Reload
Starting at 3rd level, you become skilled enough at reloading cannons that the process has become second nature to you. You ignore the loading quality of handcannons.
Special Ammunition
Also at 3rd level, you learn to modify your ammunition into special shells. You learn three modifications of your choice. You learn one additional modification of your choice at 7th, 10th, and 15th level. Each time you learn new modifications, you can also replace one modification you know with a different one.
Once per turn when you fire your handcannon, you can choose to replace a single piece of normal ammunition with special ammunition.
Special Ammunitions can't be recovered. You can carry a number of Special Ammunitions up to your Strength modifier (minimum of 1), and you can replenish your supply when you finish a short or long rest using your smith's tools.
Spotter's Eye
At 7th level, your trained eyes can spot minor details up close and far away. You have advantage on Wisdom (Perception) checks that rely on sight, and you can take the Search action as a bonus action.
Cannon Swing
At 10th level, you become familiar enough with handling cannons that you can handle close combat with them. You can use your cannon as a two-handed melee weapon with which you are proficient, which does 1d8 bludgeoning damage.
As a bonus action, you can swing your cannon at a creature within 5 feet of you. The target must succeed on a Strength saving throw or be pushed 5 feet away from you.
Optimal Range
At 15th level, you have become familiar enough with handcannons that you can precisely target enemies at a select range. Select a distance within normal range (minimum 40 feet) of your handcannon for your Optimal Range. You can add your Intelligence modifier to your damage rolls when you hit a target within 5 feet of your Optimal Range.
Acquiring a new Optimal Range requires time spent familiarizing yourself with firing angles. You can change your Optimal Range when you finish a short or long rest.
Art Credits: Phageborn
Bombardment
At 18th level, you learn how to bombard an area with a dense rain of shells. As an action, you can start a bombardment. On subsequent turns, you can use your action to maintain the bombardment. If you do, your movement speed becomes 0. The bombardment ends if you use your action to do anything other than maintain the bombardment, for up to one minute.
Creatures in a 10-foot-radius circle centered on a point you can see within normal range of your handcannon must make a Dexterity saving throw. On a failed save, a creature takes 1d4 bludgeoning damage and 1d4 fire damage for each attack you are able to make with an Attack action, or half as much on a successful one. Objects and structures take double damage.
At the start of your turn, you can move the bombardment area up to 5 feet.
Once you use this feature, you can’t use it again until you finish a long rest.
Equipment
Cannonball
ammunition (ammunition)
Cost: 1 sp
Weight: 1 lb.
Conspicuous Ammunition: When you take a minute to Search the battlefield, you can recover all of your expended ammunition instead of half.
Handcannon
ranged weapon (martial, cannon)
Cost: 200 gp
Damage: 1d12
Damage Type: Bludgeoning
Properties: Heavy, Loading, Loud, Range, Siege Weaponry, Strength-Based, Two-Handed
Range: 300/1000
Weight: 50 lb.
Loud: When fired, this weapon can be heard up from to 300 feet away.
Siege Weaponry: This weapon deals double damage to structures.
Strength-Based: This weapon uses the Strength modifier for the attack and damage rolls for ranged attacks.
Special Ammunition
The Special Ammunition feature lets you prepare various types of special ammunition. The options are presented here in alphabetical order.
Flashbang
This shell explodes on impact in a flash of blinding light.
Creatures in a 5-foot-radius sphere centered on a creature hit with this shell must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.
Incendiary Shot
This shell contains extra explosives.
A creature hit with this shell takes an extra 1d8 fire damage.
Glitter Bomb
This shell explodes to cover its victim with dust that glows for one minute.
A creature hit with this shell can't benefit from being invisible and has disadvantage on Stealth checks, leaving a trail of glowing dust. A creature can use an action to remove enough dust to not leave a trail.
Glue Bomb
This shell contains a lot of glue.
The ground in a 10-foot-radius circle centered around a creature hit with this shell is covered in glue. The ground is difficult terrain until the glue dries in one minute.
Napalm Shot
This shell contains a viscous liquid that ignites on contact with air or water.
A creature hit with this shell takes 1d4 damage at the end of each of each of its turns. A creature can use an action to put out the flames. The fires can burn for up to a minute.
Propelled Shot
This shell has its own propellant to push the target back a short distance.
A Large or smaller creature hit with this shell is pushed 10 feet back.
Smoke Bomb
This shell has a mechanism that combines multiple reagents to produce a thick smog.
A 10-foot-radius sphere of dense black smoke rapidly forms around a creature hit with this shell. The sphere spreads around corners, and its area is heavily obscured. It lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.