Gunner

Rank Feature
1st Savy, Powder Monkey
2nd Man of War, Ace Shot
3rd Take Aim, Stock Pile
4th Experienced Gunner, Rapid Reload
5th Devastating Blast, Master Gunner

Savy

Beginning when you choose this role as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a Savy.

Powder Monkey

At 1st rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options below.

Cannoneer

You are skilled with regular cannons. While you are firing a regular cannon, you can add your Dexterity modifier to the damage roll.

Heavy Gunner

You are skilled with heavy weaponry (Tri-cannons and Blunder Cannons for example). While you are firing heavy weaponry, you can add your Strength Modifier to the damage roll.

Arcane Gunner

You are skilled with arcane weaponry (Arcane Cannon Balls and Arcane Cannons for example). While you are firing arcane weaponry, you can add your Intelligence Modifier to the damage roll.

Man of War

At 2nd rank, depending on which gunning style you chose, you gain one of the features below:

Cannoneer

While you are firing a regular cannon, you gain +2 to attack rolls and save DCs.

Heavy Gunner

While you are firing heavy weaponry, you gain +2 to attack rolls and save DCs.

Arcane Gunner

While you are firing arcane weaponry, you gain +2 to attack rolls and save DCs.

Ace Shot

Also at 2nd rank, depending on which gunning style you chose, you gain one of the features below:

Cannoneer

Regular cannons now crit on a roll of 19-20.

Heavy Gunner

When you roll a 1 or 2 on a damage roll with heavy weaponry you may reroll and must choose the new roll, even if its a 1 or 2.

Arcane Gunner

When a ship roles a 1 on a saving throw against arcane weaponry that you control, they treat the damage as if the maximum was rolled.

Take Aim

At 3rd rank, if a weapon fired from your ship would miss an attack you may use your reaction to add the ability modifier of the one associated with your gunning style (Dexterity if a Cannoneer for example) to the attack roll. You may do this a number of times equal to your proficiency bonus and regain any expended uses after a long rest aboard your ship.

Stockpile

Also at 3rd rank, you know cannon balls arn't the only things you can fire out of cannons. At the beggining of combat you can order the crew to take supplies and fire them out of the cannons. This depletes one "Bulk" of supplies you choose after the combat ends.

Experienced Gunner

At 4th rank, you've become accustomed to other forms of gunning. You may choose a second Gunning Style and gain its 1st and 2nd rank features.

Rapid Reload

Also at 4th rank, you are able to coordinate the crew on the cannons. As an action you can rally the crew to load the cannons and instantly recharge the ships Broadside ability. After you use this feature you must complete a long rest aboard your ship before you can use it again.

Devastating Blast

At 5th rank, your adrenaline pumps through your body vigorously when combat begins. During the first round of combat, your first cannon shot is considered a crit if it hits.

Master Gunner

Also at 5th rank, you choose one mastery below, and can only be chosen from a Gunner Style you specialized in.

Cannoneer Mastery

When firing a regular cannon you can choose to rapidly load the cannon and fire again. You fire twice instead of once, making a separate attack roll for each shot, and shoot at disadvantage for each shot.

Heavy Gunner Mastery

When firing heavy weaponry you can choose to take extra time to aim. You aid your proficiency bonus to the attack roll and reduce the damage by the same amount.

Arcane Gunnery Mastery

When firing arcane weaponry you can choose to overload the weapon with magic energy. You reduce the save DC by an amount equal to your proficiency bonus and if the target fails the saving throw, they take extra damage equal to double your proficiency bonus.

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