Cannoneer (5e Subclass)
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Cannoneer[edit]
Cannoneer is a subclass for fighter. Cannoneers are hybrid melee/ranged combatants, fighting at the front lines with their massive devastator cannons that they carry.
- Devastating Forgery
Starting when you choose this archetype at 3rd level, you gain proficiency with Smith's Tools, devastator cannons, and can build your own functioning devastator cannon. To construct this weapon, you must spend 24 hours at a forge, with sufficient materials worth 100 gp, and succeed a DC 15 check using Smith's Tools at the end of that period.
A devastator cannon has the heavy property and has a range of 5 feet. It deals 1d10 bludgeoning damage. A devastator cannon has seven charges. Expending a charge as an attack action allows you to shoot a magical blast of fire, making a ranged attack. This attack has a range of 30 feet with no minimum range, and deals 2d6 fire damage to a single target. Dealing melee damage regains one charge or you can expend a bonus action to do so. The ability modifier for this weapon is Strength. At 10th level, you can spend another 100 gp to upgrade your devastator cannon to deal 3d6 fire damage instead.
- Siege Mode
Beginning at 7th level, at the start of your turn you can use your bonus action to enter siege mode and maintain it with concentration. You can only be in siege mode while wielding a devastator cannon. You cannot melee attack while in siege mode and your speed is reduced by half. When siege mode breaks, you cannot take any further attack actions that turn. While in siege mode, your ranged attacks have double their range, you add your Strength modifier to your damage die, and you can re-roll any ranged damage die if it is a 1 or a 2. You must use this new roll if you do this.
- Burst Round
Beginning at 10th level, you can use your action to expend up to seven devastator cannon's charges and fire a blast in a 30 ft line. All other creatures in this line must make a Dexterity saving throw, or take 4d6 fire damage for every expended charge. The DC for the saving throw is 8 + proficiency + Strength.
- Tracking Shot
Starting at 15th level, you can use your action to fire a tracking shot from your devastator cannon at a target you can see within 30 ft. Make your attack roll with advantage. This attack does 4d10, plus Strength, fire damage to a single target. This attack ignores cover. You can do this three times per long rest.
- Berserk Mode
At 18th level, as a bonus action, you can enter Berserk Mode. While in this mode, you do not consume charges on your devastator cannon. This lasts for 1 minute. Each time you successfully hit an enemy during this period, the hit deals an extra 1d10 force damage; the bonus damage is reset if you hit a different target or miss. Once you use this feature, you can't use it again until you finish a long rest.
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