Base Class: Fighter
Cannoneer is a Strong Ranged Fighter, who uses their cannon to decimate enemies granting bonuses on critical hit rolls.
Features:
- Proficient in one and two handed Cannons
- Increase Critical Chance
- Bonus Critical Strike Actions
Weapon Proficiency Cannon:
- Cannon: Follow Player Handbook Stats for hand crossbow (1h) or Heavy Crossbow(2h), except damage type is bludgeoning. Cannons weight 50 pounds(2h) or 25 pounds (1h) have the heavy property
- Because the player must reload the cannon they cannot duel wield one handed cannons. (Unless DM allows)
- The Cannoneer may also use the cannon as a melee blunt weapon (1d8 Bludgeoning for 2h) or (1d4 bludgeoning for 1h).
- Although most ranged weapons use dexterity a cannoneer knows that it takes true strength to hold up a cannon. Therefor Strength is the stat used for this weapon regardless of melee or ranged attacks. (requires a minimum of 14 strength to use this weapon.)
Cannon Ball Crafting (optional)
- you are proficient with Smith's Tools and can craft cannon balls for ammunition. You can craft 20 per long rest and 5 per short using scrap or ore. You may also buy scrap for 1 gp per scrap; one piece of scrap can create 5 cannon balls.
- Gunpowder could also be made in this method or With Alchemist Supplies. (DM may allow or decide on other ways for Ammunition and Gunpowder)
- Ammunition - Small Cannon Balls - weigh 2 pound per Ammunition.
Saving Throws: Strength, Constitution.
Short Fuse
Choosing this 3rd level Archetype allows:
- You are Proficient with Cannons
- load your cannon as a bonus action instead of a main action.
- Rolling a 19 and 20 count as a critical strike.
Critical Actions
Level 7
At 7th Level your character may take one critical action when they roll a Critical on a ranged attack using a cannon. These actions do not count towards player bonus actions and may only be made when the critical strike is rolled. There are 5 to choose from.
Any DC saving throws are
8 + your proficiency bonus + your Strength modifier
- Shrapnel - All other Enemies in a 10 foot radius Around the Critically hit enemy must make a Dexterity Saving throw or take half of the Critically hit damage. This Damage is considered piercing.
- Concussion shot -Gives Critically hit Enemy disadvantage on all Concentration saving throws until the end of their next turn.
- Cannon Jump- (requires Enemy to be within 15 feet of Cannoneer) - After the Critical is Rolled the Cannoneer may Jump back 20 Feet (2h) or 10 Feet (1h) to an unoccupied space away from the Critically hit enemy.
- Bursting Shot- (requires Enemy to be within 15 feet of Cannoneer) The Critically Hit Enemy Must make a Constitution Saving Throw or Be knocked back 10 Feet (2h) or 5 Feet (1h) away from the Cannoneer. If Enemy Target is pushed into a wall or another unit they are knocked prone, the unit must also make a Constitution save or also be knocked prone. Targets of Huge Size can not be knocked back but still may become prone on failed saves.
- Shell Shock - (requires Enemy to die or be knocked out on critical Hit from Cannoneer) - Enemies within a 10 foot radius of the victim must succeed a wisdom saving throw or be Frightened until the end of their next turn.
Expert Cannoneer
10th Level -
Reaching 10th level allows you to use your cannon with expert precision.
- When you use the Attack action and attack with a one- handed weapon, you can use a bonus action to attack with a loaded hand cannon you are holding.
- You ignore the loading quality of Cannons with which you are proficient, no longer needing to use a bonus action.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls
- You can Add 200 Range to a two handed Cannon or 100 Range to a one handed Cannon
Superior Critical
Level 15
- Superior Critical- Rolling a 18, 19, and 20 count as a critical Strike.
Critical Action - Decimate The Weak
At 18th level.
You have learned to decimate weaker enemies and protect yourself in battle. Enemies who miss their failed throw by -5 or more receive extra effects. This only pertains to the failed saves from the critical action.
DC Saves are now 10 + your Proficiency Bonus + Strength Modifier
- Fiery Shrapnel - Enemies who failed Shrapnel saving throw by -5 take an additional 2d8 fire Damage
- Silencing Shot - Enemies who failed their Concentration saving throws from Concussion Shot by -5 are now Silenced until the end of their next turn.
- Scrapper- When you land with Cannon Jump you may choose to give yourself +1 to hit or +1 AC until the end of your next turn. This does not Stack.
- Crippling Burst- Knock back distance is doubled and Enemies who fail the Bursting Shot saving throw by -5 must use all their movement to stand up from prone instead of half.
- Paralyzing Shock - Enemies who fail the Shell Shock saving throw by -5 are paralyzed in fear and may not move or take action until the end of their next turn.
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