Light the Fuze. All of the attacks of the Cannoneer are tied to the same recharge.
Take Aim (3/day). As a bonus action, the cannoneer can add 1d10 to its next attack or damage roll.
Cannon Attacks (Recharge 3-6). The cannoneer uses one of the following cannon attacks.
Cannon Shot. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the target is a large or smaller creature, the creature must make a DC 20 Strength saving throw or be knocked prone.
Grapeshot Blast The cannoneer fires a shot loaded with grapeshot pellets in a 20-foot cone in front of him. Every creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much on a successful one.
Exploding Shot. The cannoneer fires a shot that is a fragile, red hot ball of metal. The cannoneer fires it up to 70 feet away. Each creature within 20 feet of the detonation must make a DC 17 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) fire damage on a failed save, and half as much on a successful one.
Chain Shot. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 19 (3d12) bludgeoning damage. The target is grappled (escape DC 15) if it is a Huge or smaller creature. Small or smaller creatures have advantage on Dexterity (acrobatics) checks to escape the grapple.
Description
Cannoneers are artillerymen with massive, complex, portable cannons. They are expensive, and most are used to great effect against large amounts of infantry.
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