| Ability |
Mod |
Save |
| STR |
14 |
+2 |
+4
|
| DEX |
16 |
+3 |
+3
|
| CON |
12 |
+1 |
+1
|
| INT |
10 |
+0 |
+0
|
| WIS |
10 |
+0 |
+0
|
| CHA |
10 |
+0 |
+0
|
Medium
Humanoid (Any)
AC
16
(Breastplate)
HP
24
(4d8+4)
- Speed
- 30ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Gear
- Portable Cannon, Hammer (Mace), Breastplate, Tinker's tools
- Heavy Weapons
- The Cannoneer has advantage on attacks made with cannons and other similar large ranged weapons.
Actions
- Hammer
- Melee Weapon Attack, one target, 5ft. reach, +4 to hit, 1d6+2 bludgeoning damage.
- Portable Cannon
- Ranged Weapon Attack, one target, range 80/320 ft., +5 to hit, 1d12+3 bludgeoning damage.
Bonus Actions
- Special Powder (5/day)
- The Cannoneer can adjust a firearm or cannon it is touching. The next attack roll made with that firearm scores a Critical hit, as long as it hits the target.
Notes
Cannoneers are obsessed with iron and smokepowder and often covered in soot and gun oil. They proudly carry their portable cannon with them everywhere they go, so that they always have the ability to propel balls of iron into the faces of their enemies.