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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