Artillery (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Artillery includes any ranged weapon too massive for a typical character to lift or use within a single turn, such as a catapult or a ballista. Such weapons are used for laying siege to castles or taking down colossal creatures, and are sometimes called “siege weapons.”

Often artillery will be something you find on the battlefield or that is supplied by a local militia for you to temporarily use. Few land vehicles could carry and support artillery but, but larger water vehicles could.

Actions. Artillery takes multiple actions to launch a single shot, as shown in the following table. All of these are Use actions, except for the last action which is an Attack action—the action which fires the shot. A catapult for example takes one Use action to load, one Use action to aim, and one Attack action to launch the projectile.

Attack Roll. If anyone who provided one of these actions has proficiency in artillery, add that creature's PB to the attack roll. If multiple contributors are proficient, add the highest PB. You normally don’t add any ability modifier to the attack or damage roll.

Ammunition. Each ranged attack with artillery consumes a piece of ammunition, which itself is a common item costing 1 gold. Your narrator might enable other items, objects, or creatures to be used as ammunition.

Target Size. An artillery attack roll has advantage if the target is a creature or object of Gargantuan size or greater. If the target is Tiny or smaller, the attack roll instead has disadvantage.

Example Artillery

The following table is just an example. Your narrator’s campaign might feature different, fewer, or more varieties of artillery.

Size, AC, and HP refers to the stats of the weapon itself. See the Objects page for rules about damaging objects. This assumes the weapon is defended on a chaotic battlefield and subjected primarily to ranged attacks; up close, artillery could possibly be disabled with a single action.

"Actions" refers to how many actions must be supplied per shot.

Weapon Size Actions Range Damage AC HP Cost (if available)
Ballista Large 3 120/480 feet 3d10 pierce 15 40 400 gold - uncommon
Catapult Large 3 200/800 feet (minimum 60) 5d10 bash 15 80 400 gold - uncommon
Trebuchet Huge 5 300/1200 feet (minimum 60) 8d10 bash 15 80 400 gold - uncommon
Cannon Large 3 600/2400 feet 8d10 bash 19 60 4000 gold - rare
Stormcaller Huge 3 300/1200 feet (minimum 60) 8d10 lightning 17 80 4000 gold - rare

Mangonel, Trebuchet, and Stormcaller. These weapons hurl projectiles in a high arc. Cover only provided protection from their attacks if the target has cover directly overhead. None of these weapons weapon can hit a target within 60 feet of the weapon itself, however.

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