Order of the Powder Keg (5e Subclass)
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Order of the Powder Keg
Blood Hunter Subclass
Some Blood Hunters felt as if their weapons lacked a certain "oomph" and acted to rectify this.
In order to join the Order of the Powder Keg the player must have a strength score of at least 17.
- Cannon Proficiency
Starting when you choose this order at 3rd level, you gain proficiency with cannons, allowing you to add your proficiency bonus to attacks made with cannons.
- The Cannon
When you join this order at 3rd level, you learn the schematics for constructing the Powder Keg Cannon, as well as its ammunition. You also gain proficiency with Smith's Tools. You may use them to craft ammunition at half the cost, repair damaged cannons, and are necessary for future upgrades to your cannon.
The Cannon - Now mentally in possession of the cannon's schematic, you can craft it for 300gp using a forge. The cannon takes 5 days to craft, working 8 hours each day in order to do so. This time can be elongated to the player's leisure, but cannot be shortened. The cannon uses small cannonballs as ammunition, each worth 2gp.
The Powder Keg Cannon is a one-handed ranged weapon with a length anywhere between 2 and 3 feet. it deals 2d6 bludgeoning damage and has a range of 15/30 feet. The cannon, as well as all other one-handed weapons are treated as light weapons for the purpose of dual wielding only. Reloading the cannon requires an attack or an action.
Misfire - Whenever you make an attack roll with a cannon, and the dice roll is equal to or lower than 4, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Smith's Tools check (DC 11). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the cannon. Creatures who use a cannon without being proficient increase the DC by 3.
- Knockback Blow
Upon choosing this order at 3rd level, you gain the ability to perform a special attack with your cannon. You can use this attack up to a number of times equal to your constitution modifier (minimum 1).
When making an attack with your cannon against a creature, you can choose to suffer damage equal to a roll of your crimson rite damage die to perform a Knockback Blow. Your cannon deals an additional damage die, and on a hit the creature must make a strength save or be pushed back 15 feet and fall prone (DC = 8 + your proficiency bonus + your Strength modifier).
You regain all uses of these attacks after a long rest. Additionally, whenever your attack roll with the cannon is a 20 on the d20, you regain one use.
- Improved Chamber
When you reach 7th level, you can improve the chamber of your cannon to help reduce misfires. The cannon will now misfire on an attack roll of 3 or lower. This feature increases at level 11 (Roll of 2 or lower), and at level 18 your cannon will only misfire on a critical one.
Each improvement takes 4 hours, and requires 50gp worth of materials as well as Smith's Tools.
- Cannon Upgrade
Upon reaching 11th level, you can give your cannon an overall upgrade. The cannon's damage is increased to 3d8 and the range increases to 20/40.
This upgrade takes 8 hours to perform. It requires 100gp worth of materials and Smith's Tools.
- Increased Recovery
At 11th level, you regain all uses of your Knockback Attacks after a short rest.
- Swift Reload
Starting at 15th level, you can reload the cannon as a bonus action.
- Artisan Upgrade
At 18th level, you can upgrade the cannon to its full potential. The cannon's damage is increased to 4d10 and the range increases to 30/60.
This upgrade takes 2 days to perform, spending 8 hours each day. It requires 300gp worth of materials and Smith's Tools.
- Brutal Opportunity
Upon reaching 18th level, When an attack roll within 5 feet of you is made against you and the result on the die is a 1, you can use your reaction to fire your cannon point-blank at the attacker without disadvantage. If you choose to do so, you suffer damage equal to two crimson rite dice, and your weapon misfire chance is reset to 4 for the attack.