Base Class: Blood Hunter
Prerequisites: a Strength or Constitution score of at least 13
Where hammers and magic have bounced off, where blades and arrows have gone blunt, there stands those in the Order Of The Cannoneer.
When also else fails, you can always trust sheer overwhelming firepower. That is the motto of the Order Of The Cannoneer.
Armed with their signature weapon: The Hand Cannon, a portable siege weapon designed to pierce the thickest hides, to crumble even the strongest walls and to make sure a dead monster stays dead.
Note: this class uses time and resources as means of balancing, i recommend talking to your DM beforehand in order to adjust the costs to better fit the setting they're going for
Cannon Expert
At 3rd level you gain proficiency with firearms.
Whenever you make an attack roll with a two-handed firearm you can make a DC 15 Dexterity (Sleight of Hand) check. On a successful check add +2 to the attack roll and instantly reload the firearm. On a failed check you attack as normal.
The Cannon
Also at 3rd level, you gain access to the Hand Cannon, as well as the schematics for constructing it, and its ammunition. You also gain proficiency with Smith's Tools. Which can be used to create or repair a Hand Cannon or to craft its ammunition at half the cost.
The Hand Cannon is a two-handed ranged martial weapon (Reloading 1)(Misfire 4) in the firearms group. It deals 2d6 bludgeoning damage on a hit and has a range of (10/30ft). The Hand Cannon deals double damage to structures. The cannon uses small cannonballs as ammunition, worth 1gp each. The Cannon can be operated by a Small creature even if it otherwise could not, but only if the creature is proficient with it.
Repair: The Hand Cannon can misfire a number of times equal to your proficiency bonus before it needs to be repaired. To repair your firearm, you must spend an action to make a (DC-11) Smith's Tools check, on a success your weapon goes back to working as normal. If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost and half the time needed to make a new cannon.
If you lose your Hand Cannon you can craft a new one by spending 200gp worth of materials with access to a forge. The cannon takes 5 days to craft, working 8 hours each day in order to do so.
Dragon's Breath
Again at 3rd level, you gain the ability to perform a special attack with your cannon. You can use this attack up to a number of times equal to your proficiency bonus.
When making an attack with your cannon against a creature, you can choose to suffer damage equal to a roll of your Crimson Rite damage die to perform a Dragon's Breath attack. Instead of its regular attack, your cannon spews ignited blood-infused gunpowder, mechanically casting the Burning Hands spell. (You can only use this effect if the target would be within range of the spell).
The type of damage this effect deals varies according with your active Blood Rite. On a hit the creature must succeed a Strength save or be dealt the additional effect of the Dragon's Breath.
(DC = 8 + your proficiency bonus + the damage dealt by the Dragon's Breath)
Rite Of The Dead - Necrotic damage. The target becomes Enfeebled for 1d4 turns.
Rite Of The Flame - Fire damage. The target is set of fire and must use a full turn to put out the flames of take 1d4 fire damage until it does so.
Rite Of The Frozen - Cold damage. The target has all its movement speeds reduced to 10ft for 1d4 turns.
Rite Of The Oracle - Psychic damage. The target becomes Frightened for 1d4 turns.
Rite Of The Roar - Thunder damage. The target becomes Deafened for 1d4 turns.
Rite Of The Storm - Lightning damage. The target cannot take reactions for 1d4 turns.
You regain all uses of this attack after a long rest. You can roll additional Crimson Rite damage die to upcast the Burning Hands spell by one level per extra dice.
Cannon Upgrade
At 7th level, you can improve your cannon with intricate rifling, a better chamber and enhanced iron sights. The Hand Cannon now deals 2d8 bludgeoning damage, the range increases to (10/40ft) and the cannon will now misfire on an attack roll of 3 or lower.
This upgrade takes 8 hours to complete, and requires 100gp worth of materials as well as Smith's Tools and access to a forge.
Gunpowder engineering
At 11th level you can douse any metal armour or shield in a concoction mainly composed of blood and gunpowder. The first time you are hit with a melee attack while wearing the doused armour or holding the doused shield, the creature who attacked you immediately takes 2d4 fire damage and is blinded for for 1d4 turns. This upgrade takes 4 hours to complete and requires 10gp worth of materials.
Enhanced Cooldown
Starting at 15th level, you can reload the cannon as a bonus action rather than an action. And you regain all your Dragon's Breath uses after a short rest rather than a long rest.
Brutal Ingenuity
Also at 18th level, When a creature rolls and fails an attack roll within 5ft of you, you can use your reaction to fire your cannon point-blank at the attacker without disadvantage. If you choose to do so, you suffer damage equal to two Crimson Rite dice, and your weapon misfire chance is reset to 4 for the attack.
Master Canoneer
At 18th level, you can upgrade the cannon to its full potential, with a custom stock and better ammunition. The cannon's damage is increased to 2d10 bludgeoning damage and the range increases to (10/60ft).
This upgrade takes 2 days to perform, spending 8 hours each day. It requires 150gp worth of materials and Smith's Tools and access to a forge.
Previous Versions
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8/30/2023 3:55:06 PM
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8/31/2023 4:03:16 PM
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