Fighter
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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