Cannoneer Pursuit
Shapers of warfare, cannoneers conduct heavy arms fire upon battles with commanding force. Those scholars who choose the Cannoneer Pursuit master control and coordination of artillery units to devastate the enemy mustered against them.
Battlefield Sentinel
Cannoneer Pursuit: 3rd level
You gain proficiency with artillerist’s implements and the Perception skill. Additionally, you can’t have disadvantage on checks you make with them.
Turret Companion
Cannoneer Pursuit: 3rd, 11th, and 17th level
You learn to apply your knowledge to construct and bond with your own portable turret.
Create your turret companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have artillerist’s implements in order to create your turret.
In addition to its traits and features, your turret companion gains additional benefits while it is bonded to you:
- Your turret is a valid target of the tracker droid interface tech power. You can cast the power once per day without spending tech points, using a wristpad.
- Your turret gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each turret trait in excess of your proficiency bonus, your number of available Hit Dice that can be spend to restore hit points is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of turret traits equal to half your Intelligence modifier (rounded up, minimum of one).
- When you would make a weapon attack, you can let your turret make a weapon attack instead.
Lastly, while your turret is bonded, within 10 feet of you, and the target of your tracker droid interface tech power, you and creatures of your choice within a 10-foot radius of the turret increase your ranged weapons' normal and long range values by half.
Both the activation range and effect radius increase to 30 feet at 11th level, and 60 feet at 17th level.
Target Marking
Cannoneer Pursuit: 3rd level
Your Critical Analysis range is increased to 90 feet. When targeting the subject of your Critical Analysis, your turret can use its Intelligence ability modifier instead of its Strength or Dexterity for attack and damage rolls. It must use the same modifier for both rolls.
Additional Maneuvers
Cannoneer Pursuit: 3rd level
You gain access to new maneuvers which reflect your mastery of artillery. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Assisted Fire
Universal Maneuver
Prerequisite: Companion
As a bonus action, you expend a superiority die and grant your companion advantage on the first attack roll they make before the beginning of your next turn.
Assisted Fire (Improved)
Universal Maneuver
Prerequisite: Assisted Fire
When you use the Assisted Fire maneuver, your companion has advantage on the first two attack rolls they make, instead of one, before the beginning of your next turn.
Assisted Fire (Greater)
Universal Maneuver
Prerequisite: Assisted Fire (Improved)
When you use the Assisted Fire maneuver, your companion also has advantage on damage rolls of its first two attacks before the beginning of your next turn.
Reorient
Mental Maneuver
Prerequisite: Companion
When your companion takes weapon damage or fails a saving throw, you may use your reaction and expend a superiority die to give them advantage on their next attack roll.
Rush Salvo
Universal Maneuver
Prerequisite: Companion
As a bonus action, you expend a superiority die and command your companion to fire. Your companion may make a ranged weapon attack (no action required) against a target in range, without using its proficiency bonus.
Rush Salvo (Improved)
Universal Maneuver
Prerequisite: Rush Salvo
When you use the Rush Salvo maneuver, your companion may use its proficiency bonus in its attack roll.
Rush Salvo (Greater)
Universal Maneuver
Prerequisite: Rush Salvo (Improved)
When you use the Rush Salvo maneuver, your companion may instead choose to make two ranged attack rolls, both without proficiency.
Technical Expertise
Mental Maneuver
When you would make an ability check with a specialist kit or artisan's implements with which you are proficient, you can expend a superiority die and increase the total of the check by the value rolled.
Advanced Tactical Functions
Cannoneer Pursuit: 6th level
While you can see your turret, it can use any maneuvers you know that modify attack or damage rolls. It draws from your pool of superiority dice to utilize these maneuvers.
In addition, while your turret is the subject of your critical analysis, it ignores one-quarter, half, and three-quarters cover of targets of its ranged weapon attacks.
Lastly, while within 5 feet of the turret, a friendly creature may cast tech powers with a range of 5 feet or greater through the turret, using the turret's reaction immediately after the casting of the power. When cast in this way, the power's range extends to the range of the turret's primary blaster weapon.
Readied Resolve
Cannoneer Pursuit: 9th Level
When you use your Action to make a Perception check beyond 30 feet, your turret can hold an Attack action as part of the same action.
Additionally, while within your turret's radius, you can add your Intelligence modifier to the first saving throw you make each round that doesn't already include it.
Maximum Firepower
Cannoneer Pursuit: 17th level
As an Action, your turret can make a ranged attack against any number of creatures within 20 feet of a point it can see within its weapon’s range. It must have and expend ammunition for each target it fires upon.
It can use this action once per short rest, or again if it chooses to suffer a stack of Superheated. While Superheated, the turret takes 1d4 Fire damage per stack of Superheated each time it makes a weapon attack and gains one stack of exhaustion after finishing this action. All stacks of Superheated expire after one minute elapses without the turret making any blaster attacks.
Cannoneer Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your mastery of artillery. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Assisted-Payload Amplifier
Prerequisite: 9th Level
When a friendly creature casts a tech power through your turret, they have advantage on damage rolls of the power. If the power inflicted no damage, targets instead have disadvantage on their saving throws to resist the power's effect.
Belt-Feeding Drums
Your turret's blaster weapons gain additional munitions storage equal to five times their normal reload values. Once per turn, the turret can reload a blaster (no action required) using ammunition in the drums.
Calm Under Pressure
While within your turret's radius, you and friendly creatures have advantage on saving throws to maintain concentration and resist the charmed and frightened conditions.
Crushing Force
Prerequisite: 9th Level
When a creature rolls a natural 1 on a saving throw to resist damage from an effect controlled by your turret, they take maximum damage.
Enhanced Sensory Instruments
Prerequisite: 13th Level
Your turret gains 60 feet of truesight. While within its radius, friendly creatures share this truesight.
Night Optics
Your turret gains 120 feet of darkvision. While within its radius, friendly creatures share this darkvision.
Reserve Firepower
Friendly creatures within 10 feet of the turret can connect up their blaster weapon to the turret's weapon power supply as a bonus action. While connected, the blaster weapon is tethered and cannot move beyond 10 feet from the turret until the creature disconnects it from the power supply as an bonus action. A creature who makes a blaster attack with the tethered weapon can expend shots from the turret's magazine instead of its own if both weapons use the same ammunition type.
Additionally, if a power or effect would disable either the turret or the connected weapon but not the other, the disabled turret or weapon instead remains active.
Supplementary Capacitors
Prerequisite: 13th Level
Friendly creatures can store tech powers in your turret for it to use. The creature spends the requisite casting time and expends the necessary tech points, but no immediate effects occur until the turret chooses to cast the power using the power's casting time. When cast, the turret uses the donor creature's tech attack modifier and tech save DC.
Your turret can store a number of tech power levels equal to its level. It can only cast powers of level up to a number equal to its proficiency bonus. Stored powers persist for up to 8 hours, after which they expire.
The Last Voice You Hear
Your proficiency with the Intimidation skill increases by a number of proficiency tiers equal to half your proficiency bonus, rounded up, while within your turret's radius.