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Path of the Cannoneer Bigger Gun, Bigger Boom

The path of the Cannoneer is tempting to those barbarians At 6th level, your ability to wield heavier cannons increases.
mad or stupid enough to enjoy drenching both themselves Your carrying capacity (including maximum load and
and their enemies in fire. Cannoneers die in battle at the maximum lift) is doubled.
hands of their opponents as commonly as from the misfires of Additionally, you no longer have disadvantage when
their boomsticks. However, as long as the misfire is bright, attacking targets within 5 feet of you with a ranged cannon
brilliant, and as devastating to a Cannoneer's foes as it is to attack.
the Cannoneer, this is a wholesome death.
Break Things to Fix Things
Weapon of Fury and Fire At 10th level, when attempting to repair a broken cannon,
At 3rd level, when you adopt this path, you learn how to instead of bashing it with your hand or on the ground, you
channel your ferocity to improve your performance with may now instead bash enemies with it in a mad attempt to
cannons, allowing you to add your rage damage to any ranged repair it. After dealing damage to an enemy on a successful
attacks made with a cannon. You also gain resistance to melee attack using a broken cannon, you may roll a reckless
thunder and fire damage while raging, as you have grown to repair check.
build up a resilience to your cannon's constant loud and Also, if you successfully hit a creature using your reckless
burning misfires. attack feature with a broken cannon, you gain advantage on
In addition, as a bonus action, you may attempt to repair a the next reckless repair check you make that turn.
broken cannon by performing a reckless repair check. To
perform a reckless repair check, roll a d20, adding your Playing With Fire
Strength or Dexterity bonus. If it's result is higher than the At 14th level, you can use the scalding remnants of past shots
cannon's current misfire score, you fix the cannon, and it may still lying within your cannon to give fresh shots an extra kick.
now be used for ranged attacks with a misfire score of 1. If If your cannons misfire score is 5 your cannon shots deal one
the result is equal to or below the cannon's misfire score, it extra damage dice, at a misfire score of 10 they deal two extra
misfires again, as you continue to slam the cannon in anger. damage dice; at 15 they deal three extra damage dice, and at
Art Credit: Kekai Kotaki 20 they deal four extra damage dice.
Written By: James Rathwell In addition, you may now clear your cannon as a bonus
action.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cannons, Expanded. Ammunition: Cannon Shots
A creature may hold a cannon as if it is a two handed weapon Every time you load a cannon choose a type of shot described
so long as the cannons weight is below the creatures below. The amount of damage dice a cannon deals on a
maximum carrying capacity.
When holding a cannon you can successful ranged attack is determined by the cannon you are
add your Strength modifier instead of Dexterity for ranged using, while the shot you select will dictate the type of damage
attack and damage rolls and the cannon gains the following dice, damage type, and one unique effect. For example the
properties:
martial weapon, special, misfire 1, reload 1, cannon on pg 255 of the DMG would deal 8d10 bludgeoning
ammunition, ranged, heavy, two handed. damage while using a Round Shot and would cause a
Ricochet Effect.
Example Cannons: Shot Effect Save DC = 8 + your proficiency bonus + your
250lb - 1 damage dice - range 75/300ft - 250gp Strength or Dexterity Modifier.
500lb - 2 damage dice - range 150/600ft - 500gp Round Shot.
The classic cannonball. This shot bounces
1000lb - 3 damage dice - range 225/900ft - 1000gp like a golf ball through enemy lines.
A target hit with round
1500lb - 4 damage dice - range 300/1200ft - 1500gp shot takes (number of cannon damage dice)d10 bludgeoning
Cannon from pg 255 of the DMG: damage.
3500lb - 8 damage dice - range 600/2400ft - 3500gp Ricochet Effect: The cannon ball ricochets and hits a
secondary target behind it within 30ft of the original target.
Special: Weight Based Damage and Range The secondary target must make a Dexterity saving throw or
A cannons number of damage dice and range is determined take half the damage the first target took, rounded down. On a
by its size. A 500 pound cannon can fit a shot which deals 2 successful save the creature takes no damage and the ball
damage dice. Every 500 pounds the cannon is beyond this shot ricochet misses.
increases the damage dice by 1 as outlined above.
A 500 Canister Shot.
Made up of a large amount of small musket
pound cannons range is 150/600ft, every 500 pounds above balls or other pieces of shrapnel shoved into a canister,
this its minimum range increases by 75ft, and its maximum canister shot explodes upon impacting its target shooting its
range adjusts accordingly (max range = min range x4). contents forwards in a shotgun-like effect.
A target hit with
A cannon deals half its damage dice rounded down in d8 canister shot takes (number of cannon damage dice)d6
bludgeoning damage when being used for melee attacks piercing damage.
(minimum of 1d8). Shrapnel Effect: A 15ft cone spreads out originating from
the target, all other creatures within the cone must succeed a
Misfire 1 Dexterity saving throw or take half the amount of damage the
A cannon starts with a misfire score of 1. Each time you fire primary target took rounded down. A creature who succeeds
your cannon hazardous shot remnants begin to build within the saving throw takes no damage.
the cannons chamber and the misfire score of the cannon Chain Shot.
Consisting of two smaller cannon balls
increases as outlined on the misfire score table. When making connected by a chain, chain shot is usually used to tear apart
a ranged cannon attack, before adding your to hit modifiers, ship masts.
A target hit with chain shot takes (number of
compare the rolls result to the misfire score table. If the result cannon damage dice)d8 slashing damage.
is equal to or lower than the current misfire score of your Chain Effect: The target must succeed a Strength saving
cannon, your cannon misfires. throw or is pushed back 10ft and knocked prone. Huge and
When a cannon misfires instead of making a ranged attack larger creatures have advantage on this save. If this
it breaks, causing a small explosion forcing all creatures movement causes the creature to move into another creatures
within 10ft of the cannon to make a constitution saving throw space, the other creatures must make a Strength saving
or take a number of d10 fire damage equal to the cannons throw or are also knocked prone.
number of damage dice. On a successful save they take half Creature Shot.
You may load a creature you have grappled
damage. While a cannon is broken it cannot be used to make into your cannon as if you were loading any other shot. A
ranged attacks until it is repaired. small creature can fit inside a 2000lb cannon, a medium
Misfire Score Table creature can fit inside a 4000lb cannon, a huge creature
1st shot - misfire 1 inside a 8000lb cannon, etc. A target hit with a creature shot
2nd shot - misfire 5 takes (number of cannon damage dice)d10 bludgeoning
3rd shot - misfire 10 damage.
4th shot - misfire 15 Creature Effect:
A creature takes (number of cannon
5th shot - misfire 20 damage dice)d10 bludgeoning damage if fired from a cannon.
Clearing a Cannon.
As an action you may clear a cannon,
cleaning out loose shot remnants and resetting the cannons Repairing a Broken Cannon
misfire score. The next time you fire your cannon it counts as
having a misfire score of 1. You may repair a broken cannon by completing a
successful Tinker's or Smith's tools check. The DC
Reload 1 equals the cannons current misfire score. Each time
you roll the check you must spend a number of
After this weapon is fired a number of times equal to its minutes equal to the DC attempting the repair.
reload score it requires a bonus action or action to reload
before being fired again.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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