Order of the Powder Keg (5e Subclass)
Order of the Powder Keg[edit]
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Blood Hunter Subclass
The power of the body and blood curses alone are often incapable to slay some of the most powerful enemies that terrorize the world. Some monsters can regrow an arm loss to a sword strike, or close wounds from arrow shots; others have the hide so think that any normal weapon would just bend on the impact. The blood hunters from the Order of the Powder Keg have designed powerful weapons to find success where the blade and bow have failed. Armed with the signature weapon of this order, the powder keg cannon, a portable siege weapon designed to pierce even through the hardest skin, and to make sure that a dead monster will remain dead.
- Portable Cannon
Starting at 3rd level, you learned how to build the signature weapon of your order, the Portable Cannon. The portable cannon is a ranged martial weapon with the two-handed, heavy and ammunition (60/180) and loading properties. It causes 2d8 bludgeoning damage on a hit. Against structures, you don't roll for damage, causing the maximum instead. On close range, the cannon can be used as a maul.
If the cannon is ever lost, you can build another spending 8 hours and 200 gp in materials, but you must have the smith's tools in hand to do so. Ammunition for the cannon costs 5 sp a piece, and takes 10 minutes a piece.
While the cannon is under the effects of your crimson rite, you ignore the loading property and the ammunition requirement, and the cannon damage becomes equal to your rite damage, rather than bludgeoning. Using the cannon in this way doesn't allow attacks to be made at the cannon long range.
- Knockback Blast
At 7th level, your cannon blasts are so powerful that they push your enemies away. A creature hit by a cannon shot is pushed 10 feet back. On a critical hit, the target is also knocked prone.
- Brand of Explosion
At 11th level, when you hit a branded creature with your Cannon while the rite is active, all hostile creatures within 10 feet of the branded creature must succeed on a Dexterity saving throw, or take the rite damage.
- Blood Curse of Guiding
At 15th level, you learn how to curse a creature, causing projectiles to be attracted to its position. You gain the Blood Curse of Guiding, that doesn't count against your maximum number of known curses. The properties of this curse are as follows:
As a bonus action, you curse a creature you can see within 30 feet with this blood curse. For 1 minute, any ranged attack made against this creature have Advantage, and it is guided towards its direction, ignoring three-quarters and half cover.
- Amplify. The curse range increases to 60 feet.
- Advanced Cannon
At 18th level, you further develop your cannon. You cause 4d8 bludgeoning damage with attacks made with it (rather than 2d8).
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