Base Class: Artificer
A Cannoneer specializes in heavy armaments of all types—from weaponry to armors. They can both pierce the toughest armor and withstand the heaviest blow. Masters of superlative engineering, these artificers build everything bigger and better.
Extra Proficiencies
3rd-level Artillerist feature
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with heavy armor.
Cannoneer Spells
3rd-level Cannoneer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Cannoneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Cannoneer Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Armament
3rd-level Cannoneer feature
At 3rd level, you forge a deadly firearm using a combination of arcane magic and engineering. This artillery weapon is your Arcane Armament. It is a deadly weapon that fires heavy artillery shells.
You are proficient with your Arcane Armament. This artillery is a magical two-handed ranged weapon that deals 2d6 piercing damage. It’s normal range is 150 feet, and its maximum range of 500 feet. You use your Intelligence modifier on attack and damage rolls with this weapon. Once fired, this weapon automatically reloads. This weapons damage increases when you reach certain levels in this class: 5th level (3d6), 9th level (4d6), 11th level (5d6), 15th level (6d6), and 17th level (7d6).
If you lose your Arcane Armament, you can create a new one over the course of three days of work (eight hours each day).
Artillery Shells
3rd-level Cannoneer feature
You can create special shells to be used with your Arcane Armament. You learn two shells of your choice, from among the shells described below, and each time you gain a level in this class, you can replace one shell you know with a different one from this feature. You learn an additional shell of your choice at 7th, 10th, and 15th level.
You can only use each of your special shells once per long rest. At 15th level, you can use each type of artillery shell twice per long rest.
Armor-piercing shells
You launch this shell at a target within 60 feet. Make a ranged attack roll against the target. On a hit, this shell deals 3d8 piercing damage and the next attack against the target has advantage. At 10th level, this damage increases to 6d8 piercing damage and all attacks against the target have advantage until the start of your next turn.
Chemical shell
You launch this shell at a point you can see within 60 feet. On impact, this shell releases a burst of gas in a 20 foot radius. All creatures in the area must succeed a Constitution saving throw or take 2d8 poison damage and be poisoned. At the end of each of their turns, they can make a Constitution saving throw to remove the effect. On a successful save, they take half damage and are not poisoned. At 10th level, this damage increases to 4d8 poison damage and they are paralyzed when poisoned.
Concussion shell
You launch this shell at a target within 60 feet. Make a ranged attack roll against the target. On a hit, this shell deals 3d12 bludgeoning damage. This shell deals double damage against objects. At 10th level, you add your class level to the damage of this shell.
Flare shell
You launch this shell at a point you can see within 30 feet. All creatures within a 5 foot radius must succeed on a Constitution saving throw or take 2d10 radiant damage and be blinded on a failed save. At the end of each of their turns, they can make a Constitution saving throw to remove the effect. On a successful save, they take half damage and suffer no further effects. At 10th level, this damage increases to 4d10 radiant damage and the shell stuns the target instead of blinding them.
Incendiary shell
You launch this shell at a point you can see within 60 feet, and on impact, this round explodes dealing damage to everyone within a 15 foot radius. All creatures in that area must succeed a Dexterity saving throw or take 3d6 fire damage on a failed save, and half damage on a successful save. At 10th level, this damage increases to 6d6 fire damage.
Shrapnel shell
You launch this shell creating a blast of shrapnel in a 15 foot cone. All creatures in the area must succeed a Strength saving throw or take 4d4 piercing damage and be knocked back 10 feet. On a successful save, they take half damage and are not knocked back. At 10th level, this damage increases to 8d4 piercing damage.
Heavy Weaponry
5th-level Cannoneer feature
Your mastery with heavy armor and weapons grants you special abilities. While wearing heavy armor you gain the following benefits:
- You have advantage on Strength and Constitution saving throws
- You gain a +1 bonus to AC
Supply Cache
9th level Cannoneer feature
Starting at 9th level you gain the ability to quickly resupply your artillery shells at some personal expense. Over a short rest you may expend hit die to regain use of your shells. For each hit die expended in this way, you may regain a use of any expended artillery shells.
Suppressive Fire
15th-level Cannoneer feature
You’re a master at controlling the battlefield by raining down destruction with your artillery. As a special action when you attack with your Arcane Armament, you may attack 4 times as a part of that action. When you do so, you gain a +2 bonus to your AC until the start of your next turn. Once you use this feature, you cannot use it again until you complete a long rest.
Previous Versions
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1/1/2022 12:52:35 AM
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1/1/2022 6:32:46 AM
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