Cannons, Expanded.
A creature may hold a cannon as if it is a two handed weapon so long as the cannons weight is below the creatures maximum carrying capacity. When holding a cannon you can add your Strength modifier instead of Dexterity for ranged attack and damage rolls and the cannon gains the following properties: martial weapon, special, misfire 1, reload 1, ammunition, ranged, heavy, two handed.
Example Cannons:
- 250lb - 1 damage dice - range 75/300ft - 250gp
- 500lb - 2 damage dice - range 150/600ft - 500gp
- 1000lb - 3 damage dice - range 225/900ft - 1000gp
- 1500lb - 4 damage dice - range 300/1200ft - 1500gp Cannon from pg 255 of the DMG:
- 3500lb - 8 damage dice - range 600/2400ft - 3500gp
Special: Weight Based Damage and Range
A cannons number of damage dice and range is determined by its size. A 500 pound cannon can fit a shot which deals 2 damage dice. Every 500 pounds the cannon is beyond this increases the damage dice by 1 as outlined above. A 500 pound cannons range is 150/600ft, every 500 pounds above this its minimum range increases by 75ft, and its maximum range adjusts accordingly (max range = min range x4).
A cannon deals half its damage dice rounded down in d8 bludgeoning damage when being used for melee attacks (minimum of 1d8).
Misfire 1
A cannon starts with a misfire score of 1. Each time you fire your cannon hazardous shot remnants begin to build within the cannons chamber and the misfire score of the cannon increases as outlined on the misfire score table. When making a ranged cannon attack, before adding your to hit modifiers, compare the rolls result to the misfire score table. If the result is equal to or lower than the current misfire score of your cannon, your cannon misfires.
When a cannon misfires instead of making a ranged attack it breaks, causing a small explosion forcing all creatures within 10ft of the cannon to make a Constitution saving throw or take a number of d10 fire damage equal to the cannons number of damage dice. On a successful save they take half damage. While a cannon is broken it cannot be used to make ranged attacks until it is repaired.
Misfire Score Table
1st shot - misfire 1
2nd shot - misfire 5
3rd shot - misfire 10
4th shot - misfire 15
5th shot - misfire 19
Clearing a Cannon. As an action you may clear a cannon, cleaning out loose shot remnants and resetting the cannons misfire score. The next time you fire your cannon it counts as having a misfire score of 1.
Reload 1
After this weapon is fired a number of times equal to its reload score it requires a bonus action or action to reload before being fired again.
Ammunition: Cannon Shots
Every time you load a cannon choose a type of shot described below. The amount of damage dice a cannon deals on a successful ranged attack is determined by the cannon you are using, while the shot you select will dictate the type of damage dice, damage type, and one unique effect. For example the cannon on pg 255 of the DMG would deal 8d10 bludgeoning damage while using a Round Shot and would cause a Ricochet Effect.
Shot Effect Save DC = 8 + your proficiency bonus + your Strength or Dexterity Modifier.
Round Shot. The classic cannonball. This shot bounces like a golf ball through enemy lines. A target hit with round shot takes (number of cannon damage dice)d10 bludgeoning damage.
Ricochet Effect: The cannon ball ricochets and hits a secondary target behind it within 30ft of the original target. The secondary target must make a Dexterity saving throw or take half the damage the first target took, rounded down. On a successful save the creature takes no damage and the ball shot ricochet misses.
Canister Shot. Made up of a large amount of small musket balls or other pieces of shrapnel shoved into a canister, canister shot explodes upon impacting its target shooting its contents forwards in a shotgun-like effect. A target hit with canister shot takes (number of cannon damage dice)d6 piercing damage.
Shrapnel Effect: A 15ft cone spreads out originating from the target, all other creatures within the cone must succeed a Dexterity saving throw or take half the amount of damage the primary target took rounded down. A creature who succeeds the saving throw takes no damage.
Chain Shot. Consisting of two smaller cannon balls connected by a chain, chain shot is usually used to tear apart ship masts. A target hit with chain shot takes (number of cannon damage dice)d8 slashing damage.
Chain Effect: The target must succeed a Strength saving throw or is pushed back 10ft and knocked prone. Huge and larger creatures have advantage on this save. If this movement causes the creature to move into another creatures space, the other creatures must make a Strength saving throw or are also knocked prone.
Creature Shot. You may load a creature you have grappled into your cannon as if you were loading any other shot. A small creature can fit inside a 2000lb cannon, a medium creature can fit inside a 4000lb cannon, a huge creature inside a 8000lb cannon, etc. A target hit with a creature shot takes (number of cannon damage dice)d10 bludgeoning damage.
Creature Effect: A creature takes (number of cannon damage dice)d10 bludgeoning damage if fired from a cannon.
Repairing a Broken Cannon
You may repair a broken cannon by completing a successful Tinker's or Smith's tools check. The DC equals the cannons current misfire score. Each time you roll the check you must spend a number of minutes equal to the DC attempting the repair.
Path of the Cannoneer
The path of the Cannoneer is tempting to those barbarians mad or stupid enough to enjoy drenching both themselves and their enemies in fire. Cannoneers die in battle at the hands of their opponents as commonly as from the misfires of their boomsticks. However, as long as the misfire is bright, brilliant, and as devastating to a Cannoneer's foes as it is to the Cannoneer, this is a wholesome death.
Weapon of Fury and Fire
At 3rd level, when you adopt this path, you learn how to channel your ferocity to improve your performance with cannons, allowing you to add your rage damage to any ranged attacks made with a cannon. You also gain resistance to thunder and fire damage while raging, as you have grown to build up a resilience to your cannon's constant loud and burning misfires.
In addition, as a bonus action, you may attempt to repair a broken cannon by performing a reckless repair check. To perform a reckless repair check, roll a d20, adding your Strength or Dexterity bonus. If it's result is higher than the cannon's current misfire score, you fix the cannon, and it may now be used for ranged attacks with a misfire score of 1. If the result is equal to or below the cannon's misfire score, it misfires again, as you continue to slam the cannon in anger.
Art Credit: Kekai Kotaki
Written By: James Rathwell
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Bigger Gun, Bigger Boom
At 6th level, your ability to wield heavier cannons increases. Your carrying capacity (including maximum load and maximum lift) is doubled.
Additionally, you no longer have disadvantage when attacking targets within 5 feet of you with a ranged cannon attack.
Break Things to Fix Things
At 10th level, when attempting to repair a broken cannon, instead of bashing it with your hand or on the ground, you may now instead bash enemies with it in a mad attempt to repair it. After dealing damage to an enemy on a successful melee attack using a broken cannon, you may roll a reckless repair check.
Also, if you successfully hit a creature using your reckless attack feature with a broken cannon, you gain advantage on the next reckless repair check you make that turn.
Playing With Fire
At 14th level, you can use the scalding remnants of past shots still lying within your cannon to give fresh shots an extra kick. If your cannons misfire score is 5 your cannon shots deal one extra damage dice, at a misfire score of 10 they deal two extra damage dice; at 15 they deal three extra damage dice, and at 19 they deal four extra damage dice.
In addition, you may now clear your cannon as a bonus action.
Path of the Dishonored
The path of the dishonored is tread by those who may only find redemption in death at the hands of a worthy foe. These warriors travel the lands, seeking feared and powerful opponents to battle, hoping that every brawl will be both glorious, and their last. Those who find themselves on this path come from a wide range of backgrounds from paladins and noble knights that have disgraced their oaths and tenants to warriors from war lusting communities who have lost a decisive battle or shamed their clan.
Death Seeker
Starting when you choose this primal path at 3rd level, your rage thickens when enemies target your allies instead of yourself, or use dishonorable means of combat against you. While raging, whenever an enemy deals damage to an ally within 30ft of you or you are hit by a ranged attack, your rage damage bonus is doubled until the beginning of your next turn. You may only increase your rage damage once per turn.
Reckless Fighting Style
Also at 3rd level, you learn how to use different weapons to better harm your enemies with no regard for your own safety. You learn a number of the following reckless fighting styles equal to your proficiency bonus.
Bare Knuckle Brawler
Your unarmed strikes deal 1d4 bludgeoning damage. When you reach higher levels in this class your unarmed strike damage increases. Increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. In addition, while making a reckless attack, you may make an additional unarmed strike as a bonus action. On a hit, the target must succeed a Strength saving throw or is knocked prone (DC = 8 + your proficiency bonus + your Strength modifier). You must not be wielding a weapon or shield to gain these benefits.
Two Weapon Ripper
While wielding two weapons, when an enemy within 5ft of you hits you with advantage and the lower of the attackrolls would have missed, you may expend your reaction to make one weapon attack against them.
Great Weapon Crusher
Once per turn while wielding a great weapon, when using reckless attack and both rolls would have hit, you may add your proficiency bonus as damage. Also the enemy is shaken until the beginning of your next turn, suffering disadvantage on their next attack.
Curse Tosser
While wielding a melee weapon that lacks the reach and great weapon property, you can choose a target within 30ft of you as a bonus action and roll a contested intimidation check versus the targets insight. If you succeed the target takes an amount of psychic damage equal to your current rage damage bonus and has disadvantage on attack rolls against creatures other than you until the beginning of your next turn. If the target succeeds you take an amount of psychic damage equal to your current rage damage bonus and have disadvantage on attack rolls against creatures other than them until the beginning of your next turn.
New Weapon: War Chain
1d8 bludgeoning damage, 5lb, reach, versatile (1d10), special.
Special: War chains have a reach of 10ft, but when used two handed have a reach of 15ft.
Chain Breaker
While wielding a war chain, if you hit an enemy with advantage and would have hit them with both rolls, you can expend your reaction to attempt to grapple the creature with the chain. Roll a contested grappling check against the creature. If you are using the war chain as a one handed weapon you suffer disadvantage on this check. If the creature fails it is grappled by the chain. While a creature is grappled by the chain you cannot use the war chain as a weapon.
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Art Credit: Kekai Kotaki
Written By: James Rathwell
"Kill me you Cowards!"
At 6th level, when raging as an action you can force all enemies within 30ft of you to make a wisdom saving throw or move up to their speed towards you (DC = 8 + your proficiency bonus + your charisma modifier + your current rage damage bonus). Also, your frustration that a worthy opponent has not yet felled you increases, as you can add your current rage damage to any intimidation check you make while raging.
The Rush of Battle
At 10th level, while raging and an enemy misses you with an attack, or hits an ally within 5ft of you, you can expend your reaction to cause the attack to instead hit you. Doing so allows you to leap towards the enemy doubling your jump hight and distance.
Drastic Measures
At 14th level, your reckless fighting styles increase in lethality.
Bare Knuckle Brawler
When an enemy within 5ft of you attempts to stand from being prone, you can make one unarmed strike against them without expending your reaction. On a hit, and you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.
Two Weapon Ripper
When you use your reaction to attack an enemy while wielding two weapons, you can make one additional weapon attack against the target or another creature within 5ft of you. On a hit, you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.
Great Weapon Crusher
While wielding a great weapon, whenever you score a critical hit against an enemy, they must succeed a Constitution saving throw or become blinded until the beginning of your next turn (DC = 8 + your proficiency bonus + your Strength modifier). Additionally however if the enemy fails the saving throw you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.
Curse Tosser
You gain advantage on intimidation checks due to your fearlessness in the face of death. Also, if you successfully intimidate a creature as a result of having advantage and both of your rolls succeed, both you and the creature deal an additional 1d8 damage on successful weapon attacks against each other until the end of your next turn.
Chain Breaker
When making a weapon attack with a war chain, you can force all enemies within 10ft of you to make a dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure they take your current rage damage as slashing damage and you suffer a penalty to your AC equal to your current rage damage bonus the next time an enemy makes an attack roll against you before the beginning of your next turn.
New Weapon: War Chain
1d6 slashing damage, 5lb, reach, versatile (1d8), special.
Special: War chains have a reach of 10ft, but when used two handed have a reach of 15ft.
New Magic Items
Master Crafted Cannon
Cannon, Uncommon - Rare
A well crafted cannon. Lighter than other cannons, without giving up any of its punch.
Uncommon:
This cannon can fit shots that are designed for cannons 500 lbs heavier than it.
Rare:
This cannon can fit shots that are designed for cannons 1000 lbs heavier than it.
G.R.A.V. Cannon Prototype
Cannon, Very Rare
A mishmash of copper wires and steel plates. This cannon brims with arcane energy, fizzling and popping. Receiving small zaps are a constant occurrence while holding this weapon, and its wielders hair permanently stands up as a result of this.
While this cannons misfire score is 5 it deals 1d6 additional force damage, at a misfire score of 10 it deals 2d6 additional force damage; at 15 it deals 3d6 additional force damage, and at 19 it deals 4d6 additional force damage.
While this cannon has a misfire score of 19, you can use your action to cause the cannon to go nova. All creatures in a 300ft long and 10ft wide line in a direction you choose originating from you, must succeed a DC 19 Dexterity saving throw. On a failure they take 8d6 force damage and suffer from the effects of the spell reverse gravity until the end of your next turn. On a successful save they take half damage. After doing this, the cannons misfire score is reset to 1, and you are pushed backwards 20ft.
Potion of Burden
Potion, Common-Rare
This potion is incredibly heavy for its size, and is filled with a pitch black liquid with a portion of an oxes horn floating inside.
After drinking this potion, your carrying capacity (including maximum load and maximum lift) is increased by 1000lbs, and your movement speed is reduced by 10ft. You gain these effects for 1 hour.
For every rarity this potion is higher than common, your carrying capacity is increased an additional 1000lbs.
Art Credits:
Warhammer Armies: Ogre Kingdoms (6th Edition) Alexandr Leskinen
Cannon Fiend
Cannon, Very Rare, Requires Attunement, Cursed
A parasitic fiend that can be used as a make shift range weapon. It pumps and slithers loudly, constantly sucking blood from its host to grow and generate more offspring. These spawn live a short life span as immediatly after they are birthed they are fired at targets, damaging threats to their mother and dying upon impact.
This cannon can generate its own ammunition when being reloaded. Ammunition generated from this weapon deals necrotic or poison damage (your choice). Every time you generate animation in this way, you take an amount of necrotic damage equal to the ammunitions number of damage dice.
As an action, you can reduce your maximum hit points to increase the size of this cannon. For every 20 hit points you sacrifice, its size increases 250 lbs. You can do this to a maximum of an additional 2000 lbs.
Whenever you hit a creature with a melee attack with this weapon, they must succeed a DC 10 dexterity saving throw or become grappled by the weapon jaws. They can repeat this saving throw at their beginning of their turns to break free. Any creature that is grappled by this weapon takes 1d10 poison damage at the start of each of your turns, and if loaded into this weapon takes 3d10 necrotic damage.
Curse: Once you are attuned to this weapon it always takes up at least one of your free hands and cannot be removed from you, unless a remove curse spell of 8th level or higher is cast on you. If you are reduced to 0hp while wielding this weapon, it devours your corpse, using the power in your flesh to turn itself into a Devourer. It will then try to devour everything in its sight at the start of your next turn.
God Given Right
Cannon, Rare
This cannon has a white cross painted on it, and a number of stars and lines of blue and red adorn its exterior. When fired you can hear words float through the air. They are hard to fully distinguish, sounding almost as if the sanctified weapon is whispering "peace keepither", "the land of Americania", and "fusk yeah"
This cannon can generate its own ammunition when being reloaded. Ammunition generated in this way deals radiant damage, and deals 1 additional damage dice.
Chain of Hate
War Chain, Legendary
These chains have had many masters. All of them have died in battle recklessly. Because of this many believe the chains are cursed to make their wielder make laps of judgment during combat. They are not cursed, but they do inspire and reward reckless and volatile battle tactics. They have dark onyx blades fashioned to their tips, which ignite with fire when their wielders rage surfaces.
While you are raging and wielding this weapon you gain the following benefits:
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This weapon deals an additional 1d6 fire damage, and cannot be disarmed from you.
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Enemies who are grappled by the chain suffer 1d6 fire damage at the beginning of each of their turns.
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You can use your action to make 1d4 weapon attacks with this weapon. If you are below a half of your maximum hit points you can roll the d4 with advantage. When you hit an enemy by using the chain in this way, you gain one charge. These charges last for 1 minute.
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You can expend 5 charges as an action to make a massive slamming attack with the chains. You slam the chains down on a point within 15ft of you, all creatures within 10ft of the point must make a DC 15 Dexterity saving throw. On a failure they take 3d10 slashing damage as you slash the chains down on them and another 6d6 fire damage as a pillar of flame sprouts up at them from the ground. On a successful save they take half damage.
Chain of Lightning
War Chain, Rare
A long war chain shinning with electrical energy.
This weapon emits bright light within 10ft of it, and dim light within 20ft of it.
While wielding this weapon and you make an attack with advantage and both rolls hit, up to three creatures within reach of this weapon you choose must succeed a DC 16 Dexterity saving throw or take 2d6 lightning damage, as the chain picks up speed, whipping around you and striking again. They take no damage on a successful save, and you gain one charge per creature that fails this saving throw.
Once per short rest, you can expend 7 charges as an action to cast the spell chain lightning at 6th level with a DC of 16.
You lose all of your charges on the completion of a long rest.
Grappling Chain
War Chain, Uncommon
A chain that seems to have a will of its own. It shifts and passively wraps around its surroundings from time to time.
While you are grappling a creature with this weapon, whenever they fail to escape the grapple you can do one of the following:
- Move to a space within 5ft of them.
- Expand the chain in length allowing you to move them up to 10ft. If you move them into another creatures space or into an object, they both take 1d6 bludgeoning damage.
- Knock them prone.
Also you gain advantage on any athletics or acrobatics check to grapple to or swing on objects with this chain.
Eldritch Chain
War Chain, Rare, Cursed
A long war chain ripped from the spine of some old dead twisted sea beast.
Once per turn when you take damage form an attack, you can choose to take double the amount of damage. Doing so allows you to force the creature who damaged you to make a DC 16 Wisdom (or Sanity) saving throw. On a failure they become frightened of you until the end of your next turn.
While you are grappling a creature with this chain, whenever you or the creature you are grappling take damage, you both take 1d10 psychic damage. If either of you roll a 10, you must both make a DC 16 Wisdom (or Sanity) saving throw. On a failure the creature who failed suffers the effects of the spell confusion until the end of their next turn, while if either of you roll a natural 1, you believe you have been dragged into the depths of the sea by one hundred spinal chains, and begin to drown. While a creature is drowning they are stunned and take one exhaustion point at the beginning of each of their turns. If the grapple is broken the creature stops drowning.
Curse: Every time you take a long rest within 100ft of the sea, roll 1d20. On a result of 1, you walk out to shore, and awake to find a Siren attempting to lure you out to sea and drown you.
Champions Weapon
Longsword, Warhammer, Maul, or Flail. Uncommon
A weapon fit for a courages warrior.
If you are not wielding a shield or dual wielding with this weapon, you can increase your AC against melee attacks by 1, and the weapons damage dice increases to 1d10 while being one handed, and 3d4 while being two handed.
