Path of the Cannonade I AM ERIGAT OF THE SEVEN HILLS, AND THIS Improved Cannonade is my weapon. She weighs one hundred fifty At 6th level your practice begins to manifest itself as pounds and fires two copper piece roughshod improved skills, the exact nature of which depends on your flechettes at four rounds per second. It costs two personal inclinations. You may choose one of the following days' wages to fire this weapon for ten seconds. perks permanently. Artillerist: The range of any cannonade weapon you use There is a beauty in destruction and fire which is is doubled while you are using it. appreciated by all barbarians. Some few however, see that Trick Shooter: Creatures you target with a cannonade the true wonder can only be obtained by the mightiest weapon recieve a reduced benefit from cover (counting full weapons. These barbarians inevitably turn to the Path of cover as three-quarters cover, three-quarters cover as half the Cannonade, a path of gun-toting semi-insane brutes. cover, and half cover as no cover at all) so long as a line can be drawn between you and them without passing through a The Path of the Cannonade is an alternative Barbarian solid object. path, to be chosen at 3rd level. It is focused on ranged Manic Attacker: Once per long rest you may make an combat, using three special high-powered weapons. additional attack when you take the attack action. If you are above fourth level you instead make two additional attacks. Cannonade Weapon These additional attacks can only be used to fire or reload When you choose this path at 3rd level you become cannonade weapons. You then immediately recieve one proficient with Cannonade weapons. You will be able to level of exhaustion, and cannot use your action next turn. find a Cannonade weapon shortly afterwards, or otherwise acquire one for free. Cannonade Specialisation. At 3rd level you also gain the ability to enter a At 10th level your proficiency with one of the three types of Cannonade Rage instead of a normal rage when you Cannonade weapon improves. Choose one of the following activate your rage. A Cannonade Rage is identical to a perks to permanently recieve. normal rage with the following exceptions: Rending Fire: Attacks you make with Fusillade guns While in a Cannonade Rage you may fire ranged recieve a permanent +1 damage modifier. weapons at targets within 5 feet without incurring Puncturing Fire: Whenever you hit a creature with a disadvantage. shot from an Impact Cannon that creature's armor class is Your movement speed is reduced by half while in a reduced by one point until such a time as its armor can be Cannonade Rage. repaired, healed, or replaced. Only creatures with natural While in a Cannonade Rage you may perform a armor or worn armor can be affected in this way. Reckless Attack with ranged weapons, as well as melee Fused Fire: When using a Shatter Launcher you may weapons. choose for the distance listed under Shatter Blast to be any distance up to 20 ft each time you fire it. Masterful Cannonade Cannonade Weapons At 15th level you have truly mastered using one of the three Name Damage Weight Properties cannonade weapons. You may choose one of the following Fusillade 1 150lb Cannonade Weapon, Heavy, perks to permanently recieve. Gun piercing Fusillade, Two Handed, Suppression: When you hit a creature with an attack Ammunition (range from a Fusillade Gun you may choose for that attack to not 100/400) do any damage. Instead the creature you hit must make a Impact 5d6 150lb Cannonade Weapon, Heavy, wisdom saving throw with a DC of 12. If they fail the save Cannon piercing Complex Reload, Two then they become afraid of you until the start of your next Handed, Ammunition (range turn. 100/400) Impalement: Before you make an attack against a Shatter 3d6 150lb Cannonade Weapon, Shatter creature with an Impact Cannon you may choose for that Launcher slashing Blast, Heavy, Complex attack to be an impaler shot. Creatures hit by an Impaler Reload, Two Handed, shot take increased damage from the attack compared to Ammunition (range normal Impact Cannon atacks- Medium and large 100/400) creatures take twice as much damage as usual, huge creatures take three times as much damage, and Cannonade Weapon: This weapon can only be used by gargantuan creatures take four times as much damage. someone in a Cannonade Rage. In addition the user's After an Impact Cannon is used to make an Impaler Shot strength modifiers can be applied to attack and damage an action must be spent cleaning it in order to remove the rolls made with the weapon instead of their dexterity horible jam produced by the shot before it can fire again. modifiers. Devastation: Whenever you kill a creature with a Complex Reload: This weapon is difficult to reload. This Shatter Launcher every creature within five feet of that weapon can be reloaded either as an action, or instead of creature takes 2d6 slashing damage as they explode into a perfrming an attack. shower of bone fragments known as a Viesceral Fusillade: When an attack is made with this weapon and Detonation. Creatures killed by a Visceral Detonation also additional attack is also immediately made. The additional detonate as Visceral Detonations. This process continues attack does not generate further additional attacks. This until no creatures are killed by Visceral Detonations, or weapon cannot benefit in any way from the Sharpshooter thirty creatures have been killed by Visceral Detonations feat. caused by one attack. Shatter Blast: When a creature or object is hit with this weapon every creature within 10 feet of it also takes 2d6 slashing damage. Intention Notes: Feature Balance The Path of the Cannonade is intended as a simple enough Improved Cannonade barbarian subclass, focused on ranged combat in a suitably No Improved Cannonade option significantly impacts barbarian-ish way. damage per attack. Manic Attacker improves burst damage The class is intended for actual play, and to be suitably in exchange for long-term detriment. Trick Shooter allows balanced for that purpose. As the only purpose of the attacks on enemies who are unseen, but who have not subclasses is ranged combat the primary concern is taken an action to hide. damage output vs other barbarian subclasses. Cannonade Specialisation Weapon Damage Rending Fire provides a bonus previously incorporated into the damage analysis. Under normal circumstances the best damage weapon in Puncturing Fire is intended to compensate for the the game (barring specific critfishing builds) is the generally poor damage of the Impact cannon following greatsword or maul, a 2d6 two handed heavy melee level 10 with a useful team-wide buff. It is intended that weapon. The Fusillade Gun and Impact cannon will be armour damaged by the Impact Cannon can be repaired or compared to these weapons as a result. regrown over a long rest. The following is a damage analysis assuming maxed Rolling Fire cements the Shatter Launcher as a strength at each level. Hit rate is not considered, as it is powerful AoE weapon, but does not improve its single- identical. Rage damage bonus is considered for the target abilities. greatsword/maul, as rage is also required to use the Cannonade Weapons. Masterful Cannonade Masterful Cannonade, as the subclass' capstone ability, is Greatsword/Maul intended to be on par with other path capstones, the most Level Damage Per Attack notorious of which is the immortality of the zealot. 1-3 12 (7+3+2) Suppression allows you to force an enemy to make up to 4-7 13 (7+4+2) four DC 11 wisdom saves per turn. This makes each save one third less likely to fail than a save imposed by a caster 8 14 (7+5+2) of this level (DC 18). 9-15 15 (7+5+3) Impalement is a relatively weak skill of this tier, in order to counteract the more powerful Puncturing Fire, being 16-20 16 (7+5+4) only really of use against Huge creatures and above. It is however strong in specific situations, and is extremely Fusillade Gun powerful against paralysed enemies. Level Damage Per Attack Comparison Devastation is, fittingly, a devastating ability in the right 1-3 8 (1+3)*2 66% circumstances. Large hordes of weak enemies can be destroyed, and low powered summons can be turned into 4-7 10 (1+4)*2 76% mobile exlosives. 8-9 12 (1+5)*2 86% to 80% 10-15 14 (2+5)*2 93% Fitting Into a World 16-20 14 (2+5)*2 88% At first glance fitting some of the weapons listed here may be difficult. I could not presume to know every world, but I Impact Cannon believe that the Cannonade Weapons can be fitted into the majority of settings. Level Damage Per Attack Comparison The Fusillade Gun, for example, is most easily 1-3 10.25 (17.5+3)/2 85% represented by a gatling gun. Other weapons do exist 4-7 10.75 (17.5+4)/2 83% however. A device similar to the chinese Cho Ku No, the repeating crossbow, could with a little imagination serve as 8-9 11.25 (17.5+5)/2 80% to 75% a perfect rapid firing weapon. Settings which have 10-15 11.25 (17.5+5)/2 75% advanced to gunpowder technology but not automatic weapons could possibly make puckle guns, repeating 16-20 11.25 (17.5+5)/2 70% gunpowder weapons of the Napoleonic era. Worlds in the normal D&D cosmology could have experimental gnomish Shatter Launcher weapons, or treasures of the Giff, the insane gun-toting The damage per attack of the Shatter Launcher is mercenary hippos. extremely poor, half that of the maul, unless additional creatures are caught in the range of the Shatter Blast. Acquire Cannnonade Its damage per attack is similar to the maul when one I would recommend making all Cannonade weapons have additional enemy is caught within the blast, and superior a base price of around 500 gp, with magic cannonade when two or more are caught. As D&D is absolutely weapons costing the normal price for a magic item of their unbalanced when it comes to AoE abilities in general I do tier on top of that. Acquiring a second Cannonade weapon not consider this to be an issue. should not be necessary, but may be desired. I would not recommend allowing the existence of any magical Fusillade Guns with on-hit effects, including +X weapons. Cannonade barbarians will eventually require magical damage like all other martials, and I recommend giving them ammunition which simply does magic damage.