Arcane Cannoneer (5e Subclass)

Arcane Cannoneer

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.

Proficiencies and Abilities

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

You also gain a bonus point in two ability scores of your choice when you choose this specialization. You gain an additional 1 ability point when you reach a 6th, 10th, 14th and 18th level Artificer.

Artificer Infusion: Arcane Cannon

Starting when you choose this specialization at 3rd level, you can infuse a heavy 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: creature targets with natural armor or worn armor and an AC of 14 or better take a -1 penalty to AC until the end of your next turn.

You can also use one of your infusions to replicate up to 10 small cannonballs (15 after 10th level, 20 after 14th level) on a long rest.

Cannonball Infusion

Once per long rest, you can also infuse up to 10 small cannonballs (15 after 10th level, 20 after 14th level) with a spell (up to one less spell slot level than your maximum spell level), as long as the spell is a damaging spell and not a cantrip. This does not use up any Artificer infusions, and can be done in conjunction with another infusion.

Doing so will use up the spell slot until the next long rest, but the cannonballs are now infused with bonus (spell level)d4 elemental damage corresponding to the element of the damaging spell.

You can carry up to 2 different elements' worth of cannonballs. When loading the arcane cannon in combat, you can choose between any of your infused cannonballs, or non-infused cannonballs.

Arcane Catapult

Once per long rest (twice after 10th level, thrice after 14th level), you also gain a free cast of the catapult spell as long as the arcane cannon is equipped.

Steady Feet

As long as your character is standing on solid ground and not on difficult terrain, if you make a Strength (Athletics) saving roll of up to your (Intelligence modifier -1, minimum 1) after firing, you may re-roll once and keep the new dice's roll.

Modified Cannon

Starting at 6th level, you can further modify the arcane cannon to have one of the following properties. These properties may be changed at any time, but only after expending 250gp worth of material and after a long rest.

Double-Barrelled Cannon

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 (Athletics) check increases to (14 - your Strength modifier).

Triple-Barrelled Cannon

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 (Athletics) check increases to (15 - your Strength modifier).

Precision Cannon

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

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

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

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

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 (Athletics) check increases to (14 - your Strength modifier).

Eviscerating Cannon

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 (Athletics) check increases to (15 - your Strength modifier).

Grapeshot Cannon

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 (Acrobatics) saving throw; suffering full damage on a failed save and half damage on a successful save.

Scattershot Cannon

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 (Acrobatics) saving throw; suffering full damage on a failed save and half damage on a successful save.

Arcane Salvo

Starting at 14th level, you can enchant your Arcane Cannon to fire a heavy barrage of magical ordnance onto a target location for a number of times equal to your current proficiency bonus (based on the Artificer Table) 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 8 + your proficiency bonus + your Intelligence modifier.

Repeated Salvo

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

Rains down on a target 30 ft circle area up to 150 ft away, for up to 1 minute (concentration). All creatures within the target area must, at the start of every turn, make a Dexterity (Acrobatics) saving throw, taking 3d8 bludgeoning damage per turn on a failed saving throw, or half as much damage on a successful one.

Precision Salvo

Prerequisite: Either a Precision or Long-Ranged Cannon

Rains down on up to 3 target creatures within a 15 ft circle area up to 210 ft away, for up to 18 seconds (3 turns). All creatures within the target area must, at the start of every turn, make a Dexterity (Acrobatics) saving throw with an increased +5 to the Arcane Salvo DC, taking 4d8 bludgeoning damage per turn on a failed saving throw, or 3/4 as much damage on a successful one.

Demolishing Salvo

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

Rains down on a target 30 ft circle area up to 150 ft away, for up to 18 seconds (3 turns). All creatures within the target area must, at the start of every turn, make a Dexterity (Acrobatics) 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

Prerequisite: Either a Brutalizing or Eviscerating Cannon

Rains down on a target 30 ft circle area up to 150 ft away, for up to 18 seconds (3 turns). All creatures within the target area must, at the start of every turn, make a Dexterity (Acrobatics) 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

Prerequisite: Either a Brutalizing or Eviscerating Cannon

Rains down on a target 30 ft sphere area up to 150 ft away (the ordnance detonates while airborne), for up to 18 seconds (3 turns). All creatures within the target area must, at the start of every turn, make a Dexterity (Acrobatics) 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 (e.g. flying creature), it takes an additional 2d8 bludgeoning damage per damage tick.


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