Cannon Shooter (5e Class)
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Chung[edit]
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Creating a Chung[edit]
Chung's most notable feature is his Ammo. With the Cannonball System, Chung can reload and stock his Ammo in order to access strong Combos and also strengthen some Ammo-reliant Skills to devastating proportions, requiring him to keep a steady supply of Cannonballs at all times for optimal play. He also has the ability to Awaken into his Berserk Mode, which will grant him an unlimited supply of Ammo for its duration. Furthermore, he can access a Guarding and Counterattacking system to allow him to charge int4o the battlefield offensively and defensively.
- Quick Build
You can make a Chung by following these suggestions. First, make Strength should be your highest ability score, depending on what type of weapon you wield. Your next-highest score should be Constitution. Second, choose the arena Gladiator background.. Third, choose your equipment.
LuCiel |
Class Features
As a Chung you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Chung level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Chung level after 1st
- Proficiencies
Armor: Light armor
Weapons:
Tools: Disguise kit
Saving Throws: strength, Constitution
Skills: Choose four from Acrobatics, Athletics, Deception, Persuasion, Performance, Insight, Arcana, Nature
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) Hand crossbow
- (a) Disguise kit or (b) Entertainers pack
- If you are using starting wealth, you have 3d6*10 in funds.
Level | Proficiency Bonus |
Cannonballs | Skill Points | Destroyer Melee/Range Damage | Features |
---|---|---|---|---|---|
1st | +2 | - | - | 1d8 / 0 | Destroyer |
2nd | +2 | - | 6+Strength | 1d8 / 0 | Skill Points, skill score improvement |
3rd | +2 | 6 | 8+Strength | 1d8 / 1d12 | Cannonball System, Reload, Guardian Path, skill score improvement 2x |
4th | +2 | 6 | 10+Strength | 1d10 / 1d12 | Ability Score Improvement |
5th | +3 | 6 | 12+Strength | 1d10 / 1d12 | Extra Attack, skill score improvement |
6th | +3 | 6 | 14+Strength | 1d10 / 1d12 | — |
7th | +3 | 6 | 16+Strength | 1d10 / 1d12 | skill score improvement |
8th | +3 | 6 | 18+Strength | 1d10 / 1d12 | Ability Score Improvement |
9th | +4 | 6 | 28+Strength | 1d10 / 1d12 | Path Upgrade, skill score improvement 2x |
10th | +4 | 6 | 30+Strength | 1d10 / 1d12 | — |
11th | +4 | 6 | 32+Strength | 1d10 / 1d12 | skill score improvement |
12th | +4 | 6 | 34+Strength | 1d12 / 2d8 | Ability Score Improvement, skill score improvement |
13th | +5 | 6 | 36+Strength | 1d12 / 2d8 | — |
14th | +5 | 6 | 38+Strength | 1d12 / 2d8 | Path Upgrade, skill score improvement 2x |
15th | +5 | 8 | 48+Strength | 1d12 / 2d8 | — |
16th | +5 | 8 | 50+Strength | 1d12 / 2d8 | Ability Score Improvement, skill score improvement 2x |
17th | +6 | 8 | 50+Strength | 2d8 / 2d10 | — |
18th | +6 | 8 | 50+Strength | 2d8 / 2d10 | — |
19th | +6 | 8 | 50+Strength | 2d8 / 2d10 | Ability Score Improvement |
20th | +6 | 8 | 60+Strength | 2d8 / 2d10 | — |
Your saving throw DC for any necessary saves you impose is (DC= 12 + your Strength modifier + your proficiency bonus)
Destroyer[edit]
At 1st level, Chung gains his unique weapon, the Destroyer cannon. You can make melee attacks with this weapon, the damage is shown in the Destroyer column in the Chung bludgeoning table. The properties of this weapon are Heavy, ranged and two-handed. Once the cannonball system is unlocked, you can use it as a ranged weapon (120/240). You must have at least 17 Strength to use this weapon or you will have a disadvantage and drop it every time it is fired, and also the destroyer cannot be wielded by anyone other than the main user, if someone else picks it up. destroyer will become a normal weapon dealing 1d6 damage at close range.
Skill Points[edit]
Starting at 2nd level, you gain access to skill points. Skill points are required to perform certain skills or use certain resources. You have a number of skill points equal to the number shown in the skill point column of the Chung table. You recover all Skill Points after a long rest. All skills use 1 Skill Points and starting at level 9 they all cost 3, in addition all skills share the same Save CD.
Cannonball System[edit]
At 3rd level, Chung unlocks the Cannonball system.
With the Cannonball System, Chung can reload and stock his Ammo in order to access strong Combos and also strengthen some Ammo-reliant Skills to devastating proportions, requiring him to keep a steady supply of Cannonballs at all times for optimal play. Certain skills require cannonballs, and firing the Destroyer at range takes 1 cannon ball.
You start with 6 cannonballs until level 14, which you gain 2 more.
Reload and Fire[edit]
At 3rd level, as a bonus action, you swing the Destroyer upwards to reload a cannonball.
- Reloads 3 Cannonballs.
Depending on which path you chose, you may use a bonus action to do one of these commands.
- Fury Guardian
- Make a melee strike against a creature within range.
- Shooting Guardian
- Make a Silver shooter ranged attack against a creature within range.
- Shelling Guardian
- Detonate a cannon shell after launched, any creature within 5 feet of the target must make a Dexterity save or take half of the damage.
Guardian Path[edit]
At 3rd level, Chung can decide between advancing as a Fury Guardian, Shooting Guardian or Shelling Guardian. Each path grants different skills and abilities based on which one you choose. Each path upgrades twice, once at level 8 and again at level 14.
Fury Guardian[edit]
The guardian stone responded to his strong will and transformed itself into a more powerful form. The Guardian Stone reacts to Chung's firm resolution, enhancing his Freitunier and Destroyer. With the impenetrable armor Freitunier and the powerful Destroyer, all enemies will tremble in front of the true Guardian of Hamel.
- Iron Paladin
A guardian who protects his allies but destroys his enemies. Chung's witch to protect everyone causes the Guardian Stone to reach, granting him new powers. Stronger in both mind and body from his journey, Chung becomes a protector of iron will. With his new Freitunier, Chung can easily retaliate with his Destroyer without feeling the impact of his enemies' attack.
- Comet Crusader
With iron will, Chung protects his allies and dominates the battlefield by charging into his enemies like a comet. Reacting to the experiences Chung gained by overcoming difficult battles, and his endless effort to protect his friends, the Guardian Stone grants him new power. With indomitable will and strength, Chung charges straight into battle without hesitation to protect his friends.
Shooting Guardian[edit]
The Guardian who uses his gun, Silver Shooter, along with his Destroyer. Chung worries that Destroyer by itself may have weak points, so he develops a new weapon, the Silver Shooter, through endless research using the Guardian Stone. A job class that destroys his enemies by effectively utilizing his Silver shooters along with his Destroyer.
- Deadly Chaser
A guardian using magic bullets from his two Silver Shooters. To better utilize the speed and precision from the Silver Shooter, Chung adjusts the power of Destroyer, successfully developing two Silver Shooters. The sound of bullets from Chung's Silver Shooters bring fear to his enemies. With relentless bullet attacks, the Deadly Chaser never misses his target.
- Fatal Phantom
A marksman whose barrage of magic bullets takes down enemies in a swift but efficient manner. Chung's experiences made him even more skilled in using his silver shooters consistently and effectively. Upgrading his Silver Shooters to accommodate his needs allowed him to be able to shoot more bullets faster.
Shelling Guardian[edit]
One who specializes in heavy weapons and artillery shelling attacks. Based on his father's incomplete research to enhance the Guardian Stone and his new found knowledge of alchemy and explosion theory, Chung creates a new Destroyer. He becomes the Shelling Guardian, utilizing long-range artillery by developing new cannon balls specifically for that purpose.
- Tactical Trooper
An artillery unit using enhanced cannonballs and bombardment. When Chung encounters ancient Nasod technology in Altera, he combines the Nasod technology with alchemy to develop a new engine called the Disfrozen Portal. With more energy output from the Disforzen Portal, Chung is able to try out various tactical maneuvers developing weaponry that fits the situation along the way.
- Centurion
After constant research, Chung overcomes the physical limitations that existed previously. He can form many portals effortlessly, enabling him to bombard his enemies relentlessly.
Path Upgrade[edit]
At 8th and 14th level, your path upgrades depending on what you originally chose.
- 8th Level Upgrade
- Iron Paladin
Prerequisite: Fury Guardian
A guardian who protects his allies but destroys his enemies.
- Iron Paladin skills
- Deadly Chaser
Prerequisite: Shooting Guardian
A guardian using magic bullets from his two Silver Shooters.
- Deadly Chaser skills
- Tactical Trooper
Prerequisite: Shelling Guardian
An artillery unit using enhanced cannonballs and bombardment.
- Tactical Trooper skills
- 14th Level Upgrade
- Comet Crusader
Prerequisite: Iron Paladin
With iron will, Chung protects his allies and dominates the battlefield by charging into his enemies like a comet.
- Comet Crusader skills
- Fatal Phantom
Prerequisite: Deadly Chaser
A marksman whose barrage of magic bullets takes down enemies in a swift but efficient manner.
- Fatal Phantom skills
- Centurion
Prerequisite: Tactical Trooper
After constant research, Chung overcomes the physical limitations that existed previously.
Chung Base Skills[edit]
- Extreme Heavenly Love
[Passive] you release a small and special comforting aura that only those you care about can feel, allies can take long and short rests of half the duration and receive all the benefits, but only if they are within 5 feet of you during the rest and you are also taking a rest.
- Elemental Training
[Passive] You gain up to 8 reduction of all elemental damage, this increases by 4 at level 6, 8, 12, 15, 16, 18 and 20.
- Back Blast
as a reaction create an explosion to escape the current position. With this skill, you propel yourself backwards equal to 1/3 your speed, avoiding attacks of opportunity. The area between your previous position and where you are now is considered rough terrain.
- Scare Chase
Launch a homing missile after reloading the cannon. After reloading, you may use this skill to fire one cannonball against a creature within range.
Cannonball Consumption Uses 1 cannonball
- Siege Shelling
Siege Mode Stance You enter a Siege stance, reducing your movement speed to 0, and any melee attacks against you have advantage. As a bonus action while in this stance you may make two extra ranged cannonball attacks. This lasts until you exit the stance or until you exhaust your shell supply.
- Aceldama
Fire multiple missiles into the air that rain down ahead. Shoot 8 missiles into the air, you may hit one creature of multiple. Make a ranged attack for each. The damage is equal to Destroyer Ranged damage - 2.
Cannonball Consumption Uses 4 cannonballs
Fury Guardian Skills[edit]
- Metabolic boost
{Passive] Life recovery items are 15% more effective. (improves at level 9)
- Leap Attack
Air leap towards the enemy with destructive force. Choose a creature within up to half your speed, You may leap to them and make a melee attack against them dealing damage.
- Burst Wolf
Focus energy on the Destroyer and smash it to the enemy. Make a melee attack against a creature within range, dealing strike + Xd6 damage, where X is your proficiency bonus. The creature must make a Strength save or be launched in a direction you choose 20 + 6 * Strength Modifier feet.
- Pandemonium
Put the enemies in fear with a loud shout. Each creature in a 30 ft radius must succeed on a Wisdom saving throw or become frightened for 5 turns.
- Lunatic Fury
Charge towards the enemy and blast the ground with massive attacks. Slam the Destroyer 3 to 6 times into the ground, depending on how many cannonballs you choose to consume. After each slam you may use 10 feet of movement to move forward 10 feet before slamming again. Each slam is a 10 foot radius around you and any creature must make a dex saving throw or take Destroyer Melee damage.
Cannonball Consumption Uses 3 to 6 cannonballs
- Brutal Swing
Charge ahead while brutally swinging the cannon. Move half the displacement, swinging the Destroyer in a tornado like motion. Any creature in the line must make a Dexterity save or take Strike damage.
- Sudden Explosion
target an enemy within 10ft, Fire the cannon at close range to cause an explosion dealing three blasts of 4d4 force damage and pushing them 10ft.
- Awakening
[Passive] Gains +2 strength and the limit is updated to 22, in addition it also gains resistance to non-magical piercing, slashing and blunt damage.
(unlocks only at level 7)
Iron Paladin[edit]
- Advanced Metabolic Boost
[Passive] Now any health recovery effect is 50% more effective.
- Guardian Force
[Passive] The strong will to protect everyone protects their bodies, when an ally takes damage from a direct attack as long as they are within 20ft of you, you can choose to absorb the damage they would take, taking the damage in their place.
- Artillery Nova
A skill that attacks by focusing mana inside the Destroyer. The condensed magical cannonball will create a great explosion. Make a ranged attack against a creature within 120 feet, They take 8d10 + Destroyer Ranged damage if hit and any creature in 25ft radius must make a dex saving throw or take half of the damage, none on a successful save.
Cannonball Consumption Uses 6 cannonballs
- Iron Howling
You let out a howl loud and thunderous like steel. Use this skill to quickly fend off nearby enemies. Any enemy creature within a 9 meter cone must make a Constitution saving throw or be pushed back 20 feet, and if they have allies with debuffs within that range they will make a dc 17 Constitution test. In case of success, they will neutralize up to 2 debuffs.
- Caladbolg pain
Releases an aura with a piercing scream to curse enemies, all enemies within a 20ft radius must make a Constitution test. If failed, they will take 4d8+10 magic damage and become deaf for 2 turns, if successful, they will take half from the damage and did not go deaf.
- Land Demolisher - Earthquake
Strike the ground to damage the enemies in front of you. Land Demolisher imbues a buff on the player where it adds a quake effect whenever a cannon skill hits the enemy. Choose a 45ft cone. Any creature inside must make a Dex save or take 6d8 damage. Half on a successful save. If a creature is hit, You gain the Quake Buff.
Quake Buff - Any skill attack against a creature forces them to make a Strength save or be knocked prone.
Cannonball Consumption Uses 3 cannonballs
- Guard
Use this skill to block the enemy's powerful attack. As a reaction, you may use this skill to deflect some of the damage from an attack. This reduces the damage by Xd8, where X is your proficiency bonus, After that, do a hit test, if the blow hits, you land a shot in the enemy's belly, moving him 15 feet away.
- Land Smash
Create a crack on the ground with a smash. Smash the Destroyer into the ground, creating a 25ft radius circle of rough terrain, any creature inside this circle must make a Dexterity saving throw or be knocked prone.
- Crack Crusher
Push enemies with the cannon to knock them back and fire a cannonball. Make a melee attack against a creature within range, on hit pushing them 15 feet in any direction you want. Then make a ranged cannon shot against them.
Cannonball Consumption Uses 1 cannonball
(unlocks only at level 12)
- Doom Strike
jumps 15ft and collides the destroyer on the ground causing 3d12+6 force damage and all enemies within 15ft must make a constitution test or fall to the ground, after the first jump the individual makes another 30ft jump in the air colliding with the same place as the last blow creating a huge explosion, if the enemies are on the ground they will be automatically lifted 45ft into the air and will take 6d16+8 force damage, if they are not down they will make a dexterity test, in case of failure they will be raised and took full damage, in case of success they took only half the damage. (unlocks only at level 12)
Uses 6 cannonball
- Veteran Technique
now the critical margin is 19-20 (unlocks only at level 12)
Comet Crusader[edit]
- Tiamat
Beautiful like a falling star, but destructive like a meteor. Befitting of a comet, delivers massive damage. Designate a area within 240 feet. You must keep concentration to complete this skill. After 2 turns a comet-like cannonball strikes them. This attack deals 16d16 Bludgeoning + Xd16 Force damage, where X is your proficiency bonus, and everyone in an area of 120 feet will have to make a constitution test, in case of failure they will be lifted 30 feet, and only half that distance if they are successful, furthermore an entire area within 120 ft will become difficult terrain. (cost 15 skill points)
- Crusader's Armor
Newly enforced full body armor Freitunier! Experience the new Freitunier that is stronger. You gain +4 to your AC, as a bonus action your standard and jump speed are doubled for 2 turns, cooldown of 4 turns.
- Beserker Mode
When Berserk Mode is activated, the chung cannon releases energy that improves its cannon and armor, granting 50% more damage and 25% life and also when you enter beserker mode your life recovers equal to half of your maximum life, in addition, its supply of cannonballs becomes unlimited, this transformation lasts 3 minutes and can be used once per long rest.
- Mountain Explosion
Hit the ground with the cannon with all your strength to lift a mountain 18 meters long and 26 meters high up to 12 meters, if there is a being in the location of that mountain they will have to perform a dexterity test, in case of failure they will they will be thrown into the air and will take 6d12 bludgeoning damage, if successful they will just be pushed in front of the mountain. shoot a cannonball to break the mountain automatically, To avoid being buried, enemies will have to perform a dexterity test with disadvantage to dodge, Enemies hit by the mountain's dexterous will be buried and suffer 4d6 bludgeoning damage per turn, if the mountain is not broken it has a life of 100 and 23 AC, in addition the rubbles will be considered difficult terrain, 6 turns cooldown.
- Berserker's Strength
[Passive] Your body has undergone an true awakening becoming more stronger, Your strength increases by 4 and his limit has been increased to 26, and and gains advantage on athletics, streanth and constitution checks. (unlocks only at level 16)
Shooting Guardian Skills[edit]
- Remodel Rifle
[Passive] Improves the Silver Shooter's capabilities and increases the critical hit range, now 19-20 and critical hit damage is increased by 20%, shot range also increases by 50% going from 120/240 to 180/360 in addition all abilities that dealt physical damage now deal magical damage.
- Remodel Magazine
[Passive] Increase magic attack power by 1 dice and maximum skill points by 10, in addition also Increases cannonball capacity by 2 and improves reloading by being able to reload up to 4 bullets per reload.
- Dual Blaster
Leap forward and fire 2 shots backwards. Reload 1 cannonball while leaping. You may leap 15 feet in any direction and then shoot two shots from your silver shooter at any creature in the opposite direction of the leap.
- Trick Shot
Fires 2 magic bullets towards the ground. Magic bullets will bounce between enemies and the environment up to 5 times, for each ricochet you get a hit, each bullet deals the normal cannon damage as magic damage, in addition each bullet hit on an enemy will take away 7,5ft of their movement for 2 turns.
- Head Shot
Fire a precise shot. 30% chance to cause double damage. Choose 1 target within range and make a ranged attack, on hit, roll a 1d8 and on an 8, 7 or 1, you double your damage.
- Sharpshooter Syndrome
Emit a Sharpshooter Aura that damages nearby enemies and grants allies the 'Sharpshooter Syndrome' buff. Every creature within 20 ft takes 2d6+4 damage. You may designate up to 4 allies, including yourself, within 20 ft to gain Sharpshooter Syndrome. Sharpshooter Syndrome increases by 1.
- Deadly Shot
Fire a highly compressed magic bullet within a certain range ahead. The magic bullet will explode and deal damage. Choose 1 target within range to make a attack against. This does Destroyer damage + 2d10. And any creature within 10 ft of the targeted creature must make a Dexterity saving throw or take the same damage.
Cannonball Consumption Uses 3 cannonballs
- Artillery Strike - Quantum Ballista
Set your target, then release to bomb the area with one massive bomb. Choose a 45ft radius sphere area anywhere within 180 ft. Each creature inside the area centered on that point must make a Dexterity saving throw. A target takes 6d6 + Xd8, where X is your proficiency bonus, force damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is knocked 30ft in airborne.
Cannonball Consumption Uses 8 cannonballs
Deadly Chaser[edit]
- Tussle Technique
[Passive] adds one more action.
- Awakened One
[Passive] The AC is increased by 2.
- Awakened Will Deadly Chaser
[Passive] Cannonballs consumption for command magic bullets are reduced by 1. Using an attack that involves the Silver Shooters will reduce cooldown for all Silver Shooter related skills in 1 turn. Successful attacks from Command Magic Bullets will grant Silver Blessing buff increasing damage by 15%. (unlocks only at level 12)
- Shooting Star
Use this skill to attack all of the enemies in a large area. This skill can also be used to attack a single target. Launch 12 missiles, making a ranged spell attack for each missile. On a hit, a missile deals 2d6 + 4 force damage to its target. If the attack roll scores a critical hit, the target of that missile takes 8d5 force damage instead.
Cannonball Consumption Uses 3 cannonballs
- Rumble Shot
Fire 6 consecutive explosions in a 60ft line, each explosion will deal 4d8 force damage in a radius of up to 20ft, enemies hit will do a constitution test or fall to the ground, after exploding each bomb will release another 3 smaller bombs that deal 2d12+ 5 force damage at a range of up to 10ft, the terrain hit will become difficult terrain.
Cannonball Consumption Uses 6 cannonballs
- Heavy Railgun
A powerful attack that can take out enemies in a straight line. Be wary of your surroundings, as it will be less effective on landscape with hills or elevation. Shoot a high powered cannonball in a straight line for 80 ft and 10 ft wide, or until striking a wall or other terrain. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage and will be pushed 20ft back on a failed save, or half as much damage on a successful one, at the end of the journey the bullet will explode, dealing double damage in a 10ft area. The shot ignites flammable objects in the area. (2 turns cooldown).
Cannonball Consumption Uses 1 cannonball
- Comet Crasher
jump 30ft in the air and fire 6 cannonballs in a 30ft area, each bullet will deal 3d8+4 damage and set the area on fire which will deal 1d8+4 fire damage, in addition the area becomes difficult terrain.
Cannonball Consumption Uses 6 cannonballs
- Rapid Cannon
Fire 6 cannonballs quickly in a 60ft line, each bullet will do 3d8+4 damage, make a hit test for each bullet.
Cannonball Consumption Uses 3 cannonballs
- Bullet Blitz
fire a guided magic bullet that will hit all enemies within 20 feet up to 3 times and can hit up to 10 times before stopping.
- Gas piston system
The critical range increases to 18-20 and now its strength increases by 2 with the new strength limit being 24.
- Shooting Bind
Use the Silver Shooters to fire 8 magic bullets at once in a straight line up to 180ft, each bullet that hits the targets pushes them back 5ft, The ability can be used again as a bonus action with no cooldown if 4 of the 8 bullets hit the targets, 2 turns cooldown.
- Exciting Crash
Fire an explosive cannonball up to 60ft. Enemies hit by the cannonball will receive a [Silver Shooter's Mark] debuff. Hitting an enemy with the debuff using magic bullet attacks will increase the amount of damage from skills by 1 dice. Cannonball Consumption Uses 1 cannonball
- Stun Shot
Imbue the Silver Shooter with magic and fire a bullet in a straight line up to 60ft. Enemies hit by the magic bullet will take 4d8 magic damage, they will make a constitution test. In case of failure, they will be stunned for 2 turns. In case of success, they will be restricted for 1 turn.
- Burning Punisher
Fire a magic bullet in a straight line of 40ft, after which the bullet will explode into another 12 bullets that will explode in a 40ft cone. Enemies will make a dexterity test to dodge each bullet, in case of failure each bullet causes 2d12 damage. Magic. The magic bullets will burn targets in the area for 1d8 fire damage for 2 turns, 4 turns coldown.
- Endless Chase
[Passive] Increase the range of Scare Chase, Shooting Star and Bullet Blitz by 15%. The number of shots fired from the Shooting Star and Bullet Blitz have also increased by 3. (unlocks only at level 12)
- Outrage Strike
Assemble the cannon like a mortar then fire several missiles 40ft around you, everyone in that range takes 6d16+8 force damage.
Cannonball Consumption Uses 6 cannonballs
Fatal Phantom[edit]
- Azure Finale
Fire thousands of bullets everywhere with Phantom Shooters from up to 360ft. Magic bullets deal 10d8 magic damage, after 1 turn all bullets return causing 10d8 magic damage, enemies will make a constitution test, in case of failure they will be pulled towards the user, in case of success the targets will not be pulled and taken half damage, 6 turns cooldown. (cost 15 skill points)
- Phantom Shooter
[Passive] Silver Shooters used in Commando attacks are exchanged for Phantom Shooters. Successful pistol shots with sniper-based commands will inflict [Phantom Mark] increasing skill damage by 25% (less azure finale). Successful cannon fire with Destroyer-based commands will cause [Mark of the Hunter]. Enemies with [Mark of the Hunter] will grant you [Prepared Hunter] if a Destroyer-based skill is used to attack you the critical damage will increase from 20% to 50%.
- Death Wish
When your HP is below 60%, enter Berserk mode every time you awaken. Magic Attack increase in 50% while in Berserk Mode, and also when you enter beserker mode your life recovers equal to half of your maximum life, in addition, its supply of cannonballs becomes unlimited, this transformation lasts 3 minutes and can be used once per long rest.
- Wolven Bullet
Fire four wolf bullets each in a direction up to 60 feet, they deal 6d8 magic damage. The Wolven Bullets will return after one turn, enemies hit on the way back will be hit by a whirlpool 30ft high and wide, targets within 20ft will make a Constitution test. If failed, they will be pulled into the whirlpool which will deal 4d12 magic damage and will be in the air for two turns, if successful they will not be pulled, but each turn they will test again, 6 turns cooldown.
Shelling Guardian Skills[edit]
- Reload Mastery
[Passive] Improve your ability to reload cannonballs, now you reload 4 bullets.
- Elastic Bomb
Throw two Elastic Bombs up to 25ft that stick and deal 3d8 force damage per bomb if targets come within 5ft of them, when you throw them, turn 1d10 in case of 5 or more you throw two more bombs.
- Big Bang Stream
Deploy 8 elastic bombs up to 40ft, they activate if a target passes within 5ft of them, roll 1d10 in case of 7 or more half of the bombs become larger causing 6d6 force damage, 2 turns of cooldown.
- Modified Warhead
[Passive] Increase the attack power of skills by 1 die and the maximum MP by 10. All cannon fire abilities are converted to magic damage. (desbloqueia apenas no nível 8)
- Magnum Shot
Fire a spread shot from the 20ft cone-shaped cannon that deals 8d4 force damage.
Cannonball Consumption Uses 3 cannonballs
- Chaos Cannon
get into a heavy stance where you can only move at 1/3 of your normal speed and reload once, then you can fire four additional times, 3 turns cooldown.
Cannonball Consumption Uses 3 cannonballs
- Dread Chase
Fire 15 homing missiles up to 60ft, each missile deals 4d4 -2 force damage.
Cannonball Consumption Uses 6 cannonballs
- Impact Detonation
Fire 6 cannonballs in a straight line up to 120 ft.
Cannonball Consumption Uses 6 cannonballs
Tactical Trooper[edit]
- Commander's Mark
Mark all nearby enemies and receive artillery support. Marked targets will be bombarded with missiles when attacked. The artillery strike ignores the enemy's guard status
- Carpet Bombing
Use this on a strong enemy or against a group of monsters. Hamel's artillery strike will hit a large area. Make sure to use it during a boss fight. Cannonball Consumption Additional artillery wave if used with 6 cannonballs
- Artillery Strike - Missile Shower
An aiming skill that is useful to deal with multiple enemies. An artillery strike will occur once Chung fires a signal flare. Cannonball Consumption Uses 6 cannonballs
- Mobile Shelling]
Switch to mobile shelling by pressing the down button in Siege Shelling. Deal massive damage to enemies from a distance.
- Fatal Cannon
Fire an enhanced cannonball forward. Enemies hit by the enhanced cannonball will have their magical defense reduced. Cannonball Consumption Uses 6 cannonballs
- Bombing Artillery
Receive support from Hamel's Artillery Squad and attack the enemies with a barrage of cannoballs.
- Cannon Prison
Fire a cannon prison with homing capabilities. The cannon prison will install itself once it comes in contact with an enemy and deals damage over time. Cannonball Consumption Uses 1 cannonball
Centurion[edit]
- Hailstorm
Install countless Disfrozen portals and unleash a heavy bombardment.
- Kinetic Bombardment
Press U.png Key from Siege Shelling mode to switch to Kinetic Bombardment. Kinetic Bombardment uses all remaining Enhanced Cannonballs. The duration changes depending on how many Enhanced Cannonballs are used. Form a Gravity Portal above the enemy and prevent them from moving.
Strength Skills[edit]
Force Skills are an additional skill system implemented as part of each character's third job, these skills were engraved as gems in the chung cannon. Force Skills are divided into three categories: Force Passives, Force Actives, and Force Mod skills. All three of these types of skills can be toggled on and off during a short rest.
Upon unlocking this new system, 6 skill force slots will become available to use.
- Passive Skills
Force Passives are exactly as the name might imply. When equipped, they will provide some sort of passive benefit.
Get Greedy: double the chance of finding good items, although you have to roll a die to find items or treasures, you roll with an advantage. (consumption of 1 slot)
Spiritual Challenger: Damage dealt to monsters with a CD greater than 25 is increased by 1.5x. (consumption of 1 slot)
Illipia's Aura Your hit point maximum increases by equal of your level, and when out of combat you recover 5 health per minute. (consumption of 1 slots)
Eroding Energy: Increases maximum MP by 10. When out of combat, recovers 1d8+1 MP every 1 hour, but drains 5% HP per hour. (consumption of 1 slot)
Lightning Chain: A bolt of lightning charges every 2 turns while in combat. After maximum charge, the next successful attack will fire a chain of lightning that will hit nearby enemies within a 10ft radius, resetting each enemy hit dealing 2d8+5 lightning damage. the damage has a chance to stun enemies, roll a d100 die in case of 10 or less or 90 or more they are stunned for 1 turn. (consumption of 2 slots)
Water wears away stone: The damage of skills from the latest class update increases by 2,5% for each time you defeat an enemy, resets after each long rest. (consumption of 2 slots)
Sol Dominion: Increases the damage of skills from the last class update by 20%. (consumption of 2 slots)
Head Hunter: Decreases overall attack power by 20% for enemies below DC 25, but damage dealt to enemies above DC 25 increases by 60%. (consumption of 2 slots)
Will Save You: Maximum HP is increased by 10%, and you gain resistance to damage over time debuffs. (consumption of 2 slots)
Indomitable Will: When the individual's health is below 5%, all hits will be critical, after use and the user will have 1 level of exhaustion.. (consumption of 2 slots)
El Affected Paradigm: Decreases the cooldown of a skill from the last update by half. (consumption of 2 slots)
Ignite: Summons fire attack on hit. The fire ignites an enemy and deals 2d5+6 fire damage for two turns; the enemy can put out the fire using a bonus action. It also causes a debuff that disables health recovery for the duration of the fire. (consumption of 2 slots)
Remaining El's Aspiration: After 6 turns end, a spirit that reflects the user's soul appears and deals 36d16 of magic damage to enemies within 240 feet of the user automatically. (consumption of 4 slots)
- Actives Skills
Force Actives are specific active commands which can provide a variety of attacks or buffs.
Crimson Bloom Does Not Rot: Choose an area within 30ft, enemies within 20ft of Crimson Bloom will receive fire damage equal to 2d12+6 for 2 turns, while allies will recover HP equal to the damage dealt as long as they are within 20ft of the user, this ability has a 4 turn cooldown. (consumption of 1 slots)
Obtenebration: Cannot run for a short period, but can pass through enemies without taking attacks of opportunity. This ability is canceled when you initiate the attack, 1 turn cooldown. (consumption of 1 slots)
Harvest of Souls: Sacrifice a nearby dead normal monster to recover 1d8+2 skill points, can be used 3 times a day. (consumption of 1 slots)
Haunted Spirit:Once per turn Launches a spirit that deals 1d8+6 of magic damage and leaves the enemy frightened if it does not passed a wisdom test with disadvantage. (consumption of 1 slots)
Drain: Absorb life energy from an enemy within 5ft dealing 1d16+6 piercing damage and healing for 150% of that damage, has a 2 turns cooldown. (consumption of 1 slots)
Shattered Earth: Once per turn the earth shatters and levitates forward in a radius of 6 meters, enemies hit by the pieces of earth will be immobilized and will not be able to walk or attack melee and all attacks against them will be precise, to dodge it is necessary make a dexterity test. (consumption of 2 slots)
Furious Storm: Once per turn, in a chosen area of up to 50 feet, it summons a tornado 10 feet tall and wide, which if it hits an enemy deal 2d6+8 of sharp damage, and will drag it towards the user. To avoid the tornado, you must make a dexterity test with disadvantage. (consumption of 2 slots)
Nasod Protector: Once per turn when, summon nasod protector for 3 turns, in a 15ft area all enemies took 4d8+6 passive magical damage, has a cooldown of 3 turns. (consumption of 2 slots)
Fog of Death: Once per turn summons a fog up to a distance of 30 feet for 3 turns, 30 feet in size that deals 2d8+6 necrotic damage and turns the terrain into difficult terrain, has a cooldown of 3 turns. (consumption of 2 slots)
Elrian Clock: Become invincible but immobile while using this skill for up to 2 turns, has a cooldown of 3 turns. (consumption of 2 slots)
Thunderstorm: Once per turn summons lightning up to 30ft. in an area of up to 20ft, enemies hit suffer 6d8 thunder damage and make a Constitution test. If failed, they are stunned for 2 turns, if they pass they will only take half the damage and will not be stunned, has a cooldown of 3 turns. (consumption of 2 slots)
- Actives Skills
Force Mod abilities influence specific abilities for each individual class. When a Force Mod skill is equipped on the cannon, that specific skill will undergo a functional change when used, often completely changing aspects of the skill. The skills.
[Mod] Leap Attack: Now the leap attack can be used up to 6 times, each jump causes 2d12 damage within 10 feet of the user in addition to leaving the impact location as difficult terrain, after using all the jumps the leap attack will go on cooldown for 3 turns. (Costs 10 skill points per use) (consumption of 1 slot)
[Mod] Land Smash: Now, in addition to the normal effects of land smash, enemies hit take 3d8 damage for 2 turns and cannot leave the area due to the continuous shaking, After use, the skill will go on cooldown for 3 turns. (Costs 10 skill points per use) (consumption of 1 slot)
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-Cannon Shooter-> class, you must meet these prerequisites: This class cannot multiclass.
Proficiencies. When you multiclass into the <!-Cannon Shooter-> class, you gain the following proficiencies: Nothing.
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