Gunner | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gunner

"I've never met a problem that couldna been solved with a wee bit of firepower. As the master gunner on this airship, I make sure our cannons are always loaded and ready to fire. It's not just about blowing things up, though. It's about strategy, precision, and making every shot count. When the enemy sees us coming, they know they're in for a world of hurt." - Dak Thunderfist, gunner on the DLN De's Blessing
  The master gunner was the number five sailor on the ship. They are responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. They are also responsible for the training the crew in the use of both firearms and the ship’s weaponry. The master gunner picks and runs the gunnery crews. They report to the first mate, but are responsible to the entire ship to make certain that the cannons hit the declared target. They are also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner is the only crew member besides the captain and the first mate entrusted to carry a key to the ship’s powder magazine. Additionally, the master gunner often leads or picks hunting parties when they are called for. Their day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.   Gunners benefit from high Strength or Wisdom scores, as well as proficiency with martial weapons or alchemist’s supplies.

Features

Role Proficiency: The gunner can add their proficiency bonus to any damage rolls they make from the ship's weapons or any skill checks made to influence the ship's weapon crews and ensure that the weapons are in working order. If the gunner is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise).   Calm Before the Storm: When you take this role at tier 1, you can spend one minute calming the nerves of the ship's weapon crews and preparing them for battle. Make an Intimidation/Persuasion check to talk to the crew. You may use your Strength modifier in place of Wisdom, whichever is higher, for this check. On success you may add 1d6 to any damage roll for all ship weapons until the start of your next turn. The damage dice increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Once you use this feature, you can’t use it again until after you complete a long rest.   Careful Aim: Additionally at tier 1, you can personally aim any cannon to help set the range for all others cannons. All cannon attacks made by your ship until the start of your next turn are made with advantage. Once you use this feature, you must finish a short or long rest before you can use it again.   Put your back into it: At tier 2, you gain proficiency in the Athletics skill from your time moving and aiming the ship's heavy cannons. If the gunner is already proficient in the Athletics skill, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise).   Hold the line: Additionally at tier 2, if you are manning one of the ships weapon stations and it recieves damage from an attack you may choose to make an Athletics check to order the crew to hold the line. On success, roll 1d6 and the damage is reduced by the value rolled. The dice increases when you reach 11th level (2d6), and 17th level (3d6). Once you use this feature, you can’t use it again until after you complete a long rest.   Chain shot: At tier 3, you have become adept at immobilizing opposing ships by targeting their sails. Until your next turn any attacks made from the ship's cannons are aimed at the opposing ship's rigging. On a hit from the cannons roll an extra 1d10 and apply the results to your damage roll to bring down the sails. The dice increases when you reach 17th level (2d10).Once you use this feature, you can’t use it again until after you complete a long rest.   On your feet: Additionally at tier 3, you can make an Intimidation/Persuasion check to calm panicking crew members. You may use your Strength modifier in place of Wisdom, whichever is higher, for this check. On a successful, you can end one condition afflicting the weapon crews. The condition can be Charmed, Frightened, Paralyzed, Prone or Stunned. Regardless of the outcome, once you use this role feature, you can’t use it again for seven days.   Order Broadside: At tier 4, As a bonus action, you can order all the cannons that have a target within 60 feet to fire at the same time (forgoing their normal turns). This allows you to make one attack roll for all the heavy cannons with advantage. On a miss, the attacks do half damage. Once you use this feature, you must finish a long rest before you can use it again.   Scattershot: Additional at tier 4, you have learned how to make an attack that is especially lethal to ship borne personell. Until the start of your next turn any attacks made from the ship's cannons are loaded with scattershot. On a hit from the cannons roll an extra 2d10 and apply the results to your damage roll to injury or incapacitate the opposing ship's crew. Once you use this feature, you can’t use it again until after you complete a long rest.


Character LevelRole Proficiency
1stCalm Before the Storm, Careful Aim
5thPut Your Back Into It, Hold the Line
11thChain shot, On Your Feet
17thOrder Broadside, Scattershot

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realtrev.

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Background

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