Cannons for Dungeons & Dragons (5E) Edition 1.0 Changelog 1.o : Initial plans and setup Things to consider - The reload time for ammunition assumes a team of 4 players. - Canister shot can be manufactured by the layperson, with no purchased equipment - A cannonball may not be a direct hit, and may only amputate a limb, which would change the way damage is dealt (DM’s Discretion) - Breech loading cannons were made in 1837. These decrease loading time. If you want to use this, I would recommend subtracting 1 from loading time if you wish to use breech loading cannons. - Firing a cannon takes no skill, so do not add any modifiers to rolls How to use a cannon: - Begin with your supplies - Set up and load the cannon with your team (times in ammunition) - On the next turn, take aim (within range listed in cannons) and roll 1d20 to fire and hit - It is recommended that a 1-3 is counted as a misfire (view misfire table), a 3-13 is counted as a failure (miss), and a 13-20 is a hit. Do not add modifiers. This excepts grapeshot and canister shot. For those there is a note in ammunition. - Repeat Cannons Name Cost Range Weight Notes Specification Mortar 1250 gp 750/3000 ft 115 lbs Can only fire solid shot (6 lb , 7 lb , 12 lb , 20 lb , Naval) Fires upwards, over walls Field Gun 2000 gp 940/3750 ft 1,000 lbs Can fire all shot Fires straight Howitzer 1750 gp 375/1500 ft 800 lbs Can fire all shot Fires straight Ammunition Note for grapeshot and canister shot: When you fire these, all targets in a 5o ft cone (which extends for the cannon range) must roll 1d20 in competition of the cannon’s 1d20 to hit. For everyone who rolls lower, they are hit by a # of projectiles decided by DM (Decreases with distance from cannon). Roll for damage below. Type Cost Damage Weight Notes 6 lb Shot 50 gp 4d12 Bludgeoning (Avg 26) 7.5 lbs With Powder charge 1.5 lbs . Reload 3 turns 7 lb Shot 55 gp 4d12+2 Bludgeoning (Avg 28) 9 lbs With Powder charge 2 lbs . Reload 3 turns 12 lb Shot 65 gp 5d12 Bludgeoning (Avg 32.5) 15 lbs With Powder charge 3 lbs . Reload 4 turns 20 lb Shot 70 gp 5d12+2 Bludgeoning (Avg 34.5) 25 lbs With Powder charge 5 lbs . Reload 4 turns Heavy Naval Shot 80 gp 8d10 Bludgeoning (Avg 44) 40 lbs With Powder charge 8 lbs . Reload 5 turns Grapeshot 55 gp 2d12 Piercing per projectile (18 per shot) (Avg 13) 7.5 lbs With Powder charge 1.5 lbs . Reload 3 turns. Scatters. Canister Shot 50 gp 2d10 Piercing per projectile (32 per shot) (Avg 11) 7.5 lbs With Powder charge 1.5 lbs . Reload 3 turns. Scatters. Chain or Bar Shot 75 gp 8d10 Bludgeoning (Only for buildings) (Avg 44) 25 lbs With Powder charge 5 lbs . Reload 5 turns Shot Description 6 lb Shot: One of the most common field artillery pieces, it is about the same size as a fist. The 7 lb shot is very similar to this, but less common. 12 lb Shot: This shot is also common, and it is the size of a person’s head. 20 lb Shot: This shot is less common, and is usually fired out of a parrott gun. Most shot in this weight has a powder charge inside. Naval Cannon Shot: This type of shot is found in a ship’s main battery, and it is specially designed to bust through the hulls of ships. Grapeshot: Grapeshot was a popular shot in the American revolution. It is a cloth sack with many (abt. 18) small cannon balls (abt. 5 oz ). This is typically used against advancing enemies, turning the cannon into a giant shotgun. Canister Shot: This is a variation on Grapeshot. Canister shot saw heavy usage during the American Civil war. It is a tin can filled with shrapnel or musket balls (abt. 32). This is also used against advancing enemies, and it also turns the cannon into a giant shotgun. Chain or Bar Shot: Chain or bar shot is used against ships or buildings, and it is often used to take down masts and sails. Misfire When a cannon misfires (recommended a 1-3 roll on d20) roll another d20 to see what the misfire is: Roll Effect 1 BOOM! The barrel is clogged or you loaded too much powder into it, turning it into a pipe bomb. The explosion damages the barrel and a shower of shrapnel hits everyone within 5 feet of the weapon. Roll the weapon's damage. You take the full damage and anyone within the 5 foot radius half of the damage. The weapon's barrel has to be replaced (50% of weapon's cost) before being usable once more. 2-8 THUMP! There is a large cloud of smoke and a muffled sound of an explosion, as the powder explodes without firing out the ball or shot. You have to spend an action to clean the barrel before being able to fire the weapon once more. 9-18 ZZZT! There is a bit of smoke and sizzling, as the charge in the breech ignites, but the main charge does not. You have to reload once more, before you can fire again. The already loaded shot is wasted. 19-20 ... You are not sure what happened. It ought to have fired. It really should ha- BANG! The powder took a bit before it ignited. There is a 50/50 chance that you shoot at another target or just shoot into the air. The DM determines at random the target if you shoot at another target; any target in front of you is a viable choice, including your allies and neutral NPCs. Roll another attack roll with disadvantage against the new target.