Arcane Cannoneer (5e Subclass)

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Arcane Cannoneer[edit]

Artificer Subclass

Artificers marvel at the sight of gunpowder - a seemingly insignificant substance that packs a ton of potential energy, and even more potential for magical tinkering. Taking the scientific study of gunpowder's properties and combining them with existing magical knowledge, Arcane Cannoneers end up with a potent magical weapon that imbues already powerful iron cannonballs with offensive evocation magic.

Arcane Cannoneers are unusual powerhouses in the Artificer lineup that tear through defenses and tactical lineups with brute force and spellcraft alike. Arcane Cannoneers are also unusual in that they specialize in Strength alongside Intelligence, as opposed to Dexterity or Constitution as traditional Artificers do.

Quick Build: Intelligence as the highest ability, followed by Strength.

Cannoneer's Proficiencies[edit]

Starting when you choose this specialization at 3rd level, you gain proficiency in smith's tools, tinker's tools and hand cannons.

You also gain proficiency in Strength saving throws.

Artificer Infusion: Arcane Cannon[edit]

Starting when you choose this specialization at 3rd level, you can infuse a hand cannon to become an arcane cannon. This arcane cannon now gains a bonus of your Intelligence modifier to its damage roll, and also gains the Armor Piercing (-1) property: you gain +1 to attack rolls against targets with natural armor or worn armor that provides an AC of 14 or more.

You can also use one of your infusions to replicate up to 10 small cannonballs (15 after 9th level, 20 after 15th level) when you finish a long rest.

Cannonball Enhancement[edit]

Once when you finish long rest, you can use an action to expend a spell slot and enhance up to 5 small cannonballs (10 after 9th level, 15 after 15th level) to deal 1d4 additional acid, cold, fire, lighting, necrotic, poison or thunder damage per level of the spell slot used, causing them to become magical.

When you use this feature again the previous enhancement fades from the cannonballs.

Arcane Catapult[edit]

Once when you finish a long rest (twice after 9th level, thrice after 15th level), as long as you are wielding your arcane cannon, you can cast the catapult spell without expending a spell slot.

Steady Feet[edit]

When you make a Strength saving throw after firing your cannon, and are standing on a solid surface and not on difficult terrain, if the result of the d20 is lower than your Intelligence modifier, you can re-roll the save and must keep the new roll.

Modified Cannon[edit]

Starting at 5th level, you can further modify the arcane cannon to have one of the following properties. You can add additional modifications at at certain levels in this class: two at 9th level, and three at 15th level. These properties may be changed at any time, but only after expending 250gp worth of material over the course of a long rest.

Double-Barrelled Cannon[edit]

You attach a second barrel to your cannon, granting it an Extra Attack on your attack action and a reload (2) property.

However, the unwieldy property DC on your Strength saving throw increases to (14).

Triple-Barrelled Cannon[edit]

Prerequisite: 14th-level artificer and Double-Barrelled Cannon

You attach a third barrel to your cannon, granting it a second Extra Attack on your attack action and a reload (3) property.

However, the unwieldy property DC on your Strength saving throw increases to (15).

Precision Cannon[edit]

You attach a longer barrel to your cannon, increasing its weight by a further 5 lb but allowing you to add your Strength modifier to your attack roll, and increase your range to 60/180. However, you now cannot use the cannon if there is any obstruction within 10 ft of you.

Long-Ranged Cannon[edit]

Prerequisite: 14th-level artificer and Precision Cannon

You attach a high-performance long-ranged barrel to your cannon, increasing its weight by a further 5 lb (on top of the Precision Cannon) but allowing you to add 2x your Strength modifier to your attack roll, and increase your range to 70/210. However, you now cannot use the cannon if there is any obstruction within 10 ft of you.

Armor-Piercing Cannon[edit]

You magically enchant all projectiles exiting the cannon to deal increased damage to heavily armored targets, granting the Armor Piercing (-2) property.

High Armor-Piercing Cannon[edit]

Prerequisite: 14th-level artificer and Armor-Piercing Cannon

You magically enchant all projectiles exiting the cannon to deal increased damage to heavily armored targets, granting the Armor Piercing (-3) property.

Brutalizing Cannon[edit]

You magically enchant all projectiles exiting the cannon to fly at a higher velocity, allowing you to double your Intelligence modifier on the damage roll. Additionally, if you roll any 1s on the base damage roll, you are allowed a single re-roll on any of the damage dice with a 1 and keep the value of the new roll.

However, the unwieldy property DC on your Strength saving throw increases to (14).

Eviscerating Cannon[edit]

Prerequisite: 14th-level artificer and Brutalizing Cannon

You magically enchant all projectiles exiting the cannon to fly at a higher velocity, allowing you to triple your Intelligence modifier on the damage roll. Additionally, if you roll any 1 or 2s on the base damage roll, you are allowed a single re-roll on any of the damage dice with a 1 or 2, and keep the value of the new roll.

However, the unwieldy property DC on your Strength saving throw increases to (15).

Grapeshot Cannon[edit]

You enchant all ordnance flying from the cannon to scatter towards a small target area upon impact. All attack rolls made with the cannon now suffer a penalty of -1, but upon impact, all targets in a 5 ft radius of the initial target must make a Dexterity saving throw; suffering full damage on a failed save and half damage on a successful save.

Scattershot Cannon[edit]

Prerequisite: 14th-level artificer and Grapeshot Cannon

You enchant all ordnance flying from the cannon to scatter towards a medium-sized target area upon impact. All attack rolls made with the cannon now suffer a penalty of -2, but upon impact all targets in a 15 ft radius of the initial target must make a Dexterity saving throw; suffering full damage on a failed save and half damage on a successful save.

Arcane Salvo[edit]

Starting at 15th level, you can enchant your Arcane Cannon to fire a barrage of magical ordnance onto a target location for a number of times equal to your proficiency bonus for every long rest.

Depending on the type of enchantment your Cannon possesses, your Arcane Salvo possesses different properties. The Arcane Salvo DC is equal to spell save DC.

Repeated Salvo[edit]

Prerequisite: Either a Double-Barreled or Triple-Barreled Cannon

As an action, you rain down cannonballs for 1 minute in a 15 foot radius cylinder 40 feet high, centred on a point within 150 ft. At the end of your turn, all creatures within the target area must make a Dexterity saving throw, or take 3d8 bludgeoning damage, or half on a success. This task is laborious and requires your concentration, as though you are concentrating on a spell.

Precision Salvo[edit]

Prerequisite: Either a Precision or Long-Ranged Cannon

Rains down on up to 3 target creatures within a 15 ft diameter cylinder 20 feet high centred on a square within 250 ft, for up 3 rounds. All creatures within the target area must, at the end of your turn, make a Dexterity saving throw with an increased +5 to the Arcane Salvo DC, taking 5d8 bludgeoning damage per turn on a failed saving throw, or half on a success.

Demolishing Salvo[edit]

Prerequisite: Either an Armor-Piercing or High Armor-Piercing Cannon

Rains down in a 15 foot radius cylinder 40 feet high, centred on a point within 150 ft, for up to 3 rounds. All creatures within the target area must, at the end of your turn, make a Dexterity saving throw, taking 3d8 bludgeoning damage per turn on a failed saving throw, or half as much damage on a successful one.

All creatures which fail the initial Dexterity saving throw must also make a Constitution saving throw or have their AC reduced by 3 for 1 minute after being hit. This effect does not stack with subsequent hits of the Demolishing Salvo.

Scorching Salvo[edit]

Prerequisite: Either a Brutalizing or Eviscerating Cannon

Rains down in a 15 foot radius cylinder 40 feet high, centred on a point within 150 ft, for up to 3 rounds. All creatures within the target area must, at the end of your turn, make a Dexterity saving throw, taking 3d8 bludgeoning damage per turn on a failed saving throw, or half as much damage on a successful one.

Regardless of whether the creatures are hit, the target area is scorched, turning it into difficult terrain for 1 minute. All creatures standing on the target area must also make a Constitution saving throw, taking 2d8 fire damage on a failed saving throw, or half as much damage on a successful one.

Anti-Air Salvo[edit]

Prerequisite: Either a Brutalizing or Eviscerating Cannon

The ordinance explodes within a 30 ft radius sphere centred on a point within 150 ft, for up to 3 rounds. All creatures within the target area must, at the end of your turn, make a Dexterity saving throw, taking 3d8 bludgeoning damage per turn on a failed saving throw, or half as much damage on a successful one.

If the creature is airborne, it takes an additional 2d8 bludgeoning damage.

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