The Eldritch Knight Cannon Trick
The idea behind this has lived in green texts and forum threads for a while.
- Play Fighter (Eldritch Knight) 3.
- Perform the weapon bond ritual with a Cannon (or any siege weapon that can be fired by one person).
- Load the Siege Weapon.
Now you have a fully loaded Cannon that you can teleport to you with a bonus action, and fire at a +6 for 8d10 bludgeoning damage.
RAW Interpretations
First lets talk about weapon bond.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
So we need to spend an hour within reach of a weapon, touch it at the end and it’s bonded.
“Aha! I’ve got you” says the rules lawyer, “Siege weapons are typed as Large Objects in the DMG, therefore they are not weapons.”.
If only the quality of D&D’s rules text was enough, unfortunately large object is still extremely ambiguous in terms of rules since all weapons are objects (in fact everything that’s not a creature, point in space, vehicle or structure is an object) and absence of evidence is not evidence of absence.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
This however is a much bigger dampener on things, “causing it to teleport instantly to your hand” heavily implies that the intent is for the use of at least man-portable weapons and pushes us into the realm of GM caveat. But you’re a grown up, you already knew that the answer to all of this was “Ask your GM if this is okay.”.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Now we get into something very spicy. The oft overlooked clause that says “oh no, it’s not just one Cannon… It’s two.”
Cannon
Large object
Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
Damn this thing is a tank. AC 19 and 75 HP is nothing to sniff at, even if it doesn’t go off you can still use the threat of it to soak enemy attacks.
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers.
A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Now this is a tricky one, we’ll say that you’ve loaded it already, but it’s probably too much of a stretch to say you could have pre-aimed it unless you’re just setting it level and summoning it straight in front of you (and even then I’d probably rule that it was attacking with disadvantage). So you’re going to need two actions to do this, luckily you’re playing a Fighter already so you can action surge!
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Ah, well that’s not as shiny as we were hoping was it. Well let’s break this down, take an Owl Bear for instance, a pretty reasonable enemy for a level 3 Eldritch Knight. It has an AC of 13, so hit it 70% of the time. Oh, well at least that’s a slightly better rate than 5e’s standard 65%. Well let’s say we hit it, we’re doing 8d10 damage and it has 59 hp, so we can one shot it a whopping 3.69% of the time! Oh. Well maybe it’s action efficient!
We took two actions and a bonus action for a 70% chance at an average of 44 damage. Giving us an expected damage of 30.8.
What about our sharpshooter fighter friend. They only hit 55% of the time because of Sharpshooter, but they’ll do an average of 18.5 damage each time. So they only do 20.35 damage! Until the next level when they get crossbow expert and can use their bonus action too, jumping to to 28.9 damage.
This is the best the Cannon Trick’s math is ever going to be, as you get towards level 5 and above the static +6 is really going to hurt it’s ability to hit.
Optimizing
So you showed your GM the first half of this explaining that it’s not actually a scary amount of damage on a one off (read high variance) strategy that requires a lot of action economy investment as well as fun RP potential of your characters trying to get hold of a cannon.
Now let’s break it in half.
Class Features
Fighting Style Archery is really the only thing that jumps out at me and even then since the cannon has a Static +6 it probably doesn’t stack. War magic doesn’t really help us with our action economy on our Cannon turn, and Arcane Charge is nice for positioning but doesn’t help outside of maybe getting us advantage from height which is a little too situational.
Feats
- Eldritch Adept Devilsight darkness combo comes online once you get 2nd level spells at level 7.
- Elven Accuracy is cracked in half, it is the reason to play elves over custom origin. If you have a reliable way to gain advantage then this opens the door to not just making the cannon trick reliable, but also letting you crit fish with it.
- Gunner is a bit of a stretch, once again it will live of die on GM caveat. Firing a cannon in melee is extremely cool, and we would love to be able auto load the cannon.
- Sharpshooter while we don’t need the damage as much, not taking the long range penalty sets up some pretty absurd nonsense, take fights from 2,400 ft away, get your team to help out with reloading, and put shots down range until they catch up with you. Your GM will probably allow you to do this once before they learn an important lesson about line of sight.
Spells
1st Level Spells
First level spells give us access to Find Familiar, we can get them to take the help action to give us advantage on every cannon shot, which will keep it relevant against higher ACs and massively reduce the risk of us spending all those actions doing nothing.
Our alternative for Advantage farming is Silvery Barbs, which is also just an extremely good spell all round, but it’s probably better left to folks who have enough spell slots to use it more frequently.
Unseen servant is a strong maybe, a lot of it depends on if aiming or firing a cannon is a “simple task that a human servant could do”. I’d personally lean yes but as always it’s a check with your GM situation.
2nd Level Spells
Hold Person has a lot of potential but your save probably isn’t good enough for you to be casting it, leave it for the rest of the party, but god do I want you to try to point blank auto crit someone with a Cannon.
Darkness is a potential option, you can take Eldritch Adept to get Devilsight and farm advantage inside of your sphere of darkness.
3rd Level Spells
Fly - Worst comes to worse drop a cannon on them. Haste - If your GM rules that the attack action can be used to aim the cannon.
What can our party members help with?
- Artificer: Find an artificer as soon as possible, beg them, plead with them, threaten them. You need to convince them to give your cannon repeating shot. This is your number 1 priority.
- Cleric of the forge: They have a ritual version of magical weapon for a free +1 to hit and damage (but it’s probably better on a weapon that’s going to make more than one attack a turn), their channel divinity can set you up with 10 cannon balls and charges so if they cast it once in down time you’re probably set for most of the campaign, and why don’t you get them to throw on bless too for an extra 1d4 to hit. Hell, their channel divinity works up to 100GP, depending on the setting that might well get you a cannon.
- Thief Rogue: Fast hands, when they’re not busy throwing caltrops and alchemist’s flasks, you can get them to aim your cannon as a bonus action.
- Bards: That bardic inspiration is gonna help keep that Cannon relevant for a few more levels. Creation Bard might be able to keep you on cannonballs and powder too depending on GP costs.
The Build
This is not an optimal build by any stretch of the imagination and relies on some RAW interpretations that a lot of people will disagree with. But it’s a fun thought experiment so I don’t care.
Half Elf Stat Priority: STR/DEX > CON > INT > STR/DEX > WIS > CHA
I have a slight preference for Dex based fighters since Archery Fighting style fundamentally breaks the games bounded accuracy and Dex is free initiative.
Fighter 1 - We get Archery Fighting style (even better if our GM is happy with us adding the +2 to our Cannon).
Fighter 2 - Action surge comes online.
Fighter (Eldritch Knight 3) - Weapon Bond comes online and we get 2 cantrips, we can take one of the Bladetrips to use with war magic later and another of your choice (Mending, Mage Hand and Message are personal recommendations) and three 1st level spells, we’ll take Find Familiar, and the classic duo of Shield and Absorb Elements.
Fighter (Eldritch Knight) 4 - We take Elven Accuracy at level 4, and get our familiar to give us the help action for tri-vantage. We can also pick up Protection from Good and Evil. Then our road forks a little depending on what our GM says.
If we’re happy with Gunner letting us reload for free then we take Eldritch Knight to 6 and get the feat. Hopefully we can even bring them around to letting us use our 2 attacks to aim and fire in the same turn without having to commit to an action surge.
Otherwise we pivot to Fighter (Eldritch Knight) 4 / Artificer 2, and take the Repeating Shot infusion.
After that it’s up to you if you want to all in on fighter, or commit fully to artificer, on either of the builds.
Conclusion
So is the Cannon trick something to worry about at your table? If you let people cast Animate Objects/Conjure animals or take GWM/SS you don’t have to worry about the Cannon Trick. If I saw someone try it at my table, I think I’d probably be glad they wanted to play around with something other than GWM/PAM or SS/CBE.
Let the Eldritch Knight do the silly thing.
June 6, 2024
Theology in the New World
While the New World has it’s own gods and religous practices several of the largest Old World churches have a large presence, particularly back east.
Dawn, Prince of Heaven
Dawn, the Living God, The Sun Unsetting, Light and Crown of Heaven and Earth. They are the sun, all-seeing, life-giving, cleaving truth from falsehood. Once Great now Greater in their evershining dominion.
Dawn’s presence in the old world, particularly through the Dawn Sanctuaries is growing quickly. Some long for the day when every inch of the earth is covered in glorious sunlight.
His living avatar is known as the Spear of Dawn (sometimes the Dawnling as a derogatory), once a champion of the church now their messiah.
Dawn is depicted as a young man with long blonde hair and a halo, often clad in golden armour and wielding a spear.
Gravewarden, The Hierarch of Hell & Bane of Monsters
The Gravewarden’s church is small in the Old World, in cities it exists predominantly to tend pauper’s graves and make sure that all everyone is entitled to a proper burial. This is only partly an act of charity as they exist to ensure that the proper rites and rituals are followed to stop ressurection or the raising of undead. In the New World and the less developed parts of the Old World their other role is more apparent.
Paladins and licensed necromancers patrol the West hunting monsters and laying the undead to final rest, the most famous of these monster hunters are the Order of the Silver Bullet.
Gravewarden is depicted as both an old grave tender with a lantern and a silver bell.
Moon, Divine Physician
Once queen of heaven, now a festering astronomical body. Her church has been fractured by her fall, some see it as a rapture, others the precursor to resurrection. But what is certain is that she is waning, her deathgrip over night has frozen the deserts of the New World, and brought glorious unending day to the Old World.
Legends say that she once held the secret of immortality and that it was stolen from her by Dawn.
In the New World her church is split as well, between the First Peoples and the immigrant Old World church. While they have some contact with each other out of desperate circumstance, they are often at odds with eachother.
What will come of the Goddess dying in the sky is yet to be scene.
Moon’s depictions are many, the most common in the old world is of a simple village healer or city doctor. In the New world she is often depicted as a native elf with a stave or medicine-stick.
Coin, Bestower of Plenty and Collector of Debts
Coin, who once was plow, who once was field. A strange journey for a god across the changing human landscape. They are the Second closest to humanity who first decended to teach them the agrarian ways, who grew with them to see the first trade route and bank.
These teachings were not a gift however, a greedy god who’s tithe can be hard and the punishment for shorting it even harder.
Coin is often depicted as a banker or merchant, usually with a scale.
Dusk, Prince of Hell
The betrayer, who gave magic to mortals and killed the Father of heaven. His dominion over night is often linked to the mortal wounding of moon. Worship of him is banned in most of the Old World, his faithful driven underground. Some rumours of his dark court of demons and legion of blades in the dark are purely fictional and should not worry the faithful.
Minor Gods
- Old Faithful, the sixshooter, the boomstick. The god of Guns is a new god who’s impact is outstripped by their number of followers. Close to ascending to a proper god of death.
- Davy Jones - Once the scourge of seamen, now they find them selves unwillingly settled on the coast as fisherfolk, they turn to him for protection on the dark waters.
New World Gods
Coyote - Outsider & Worker of Evil
The figure on the edge of the firelight; connected to lycanthropes and beast-folk (these are said to be the offspring of coyote and moon). Coyote is a complex figure in New World theology, he is an outsider, a trickster and often the butt of a joke or victim of fable. But he is also a breaker of chains and hero of the downtrodden. His duality as a worker of evil and symbol of indominable will is puzzling for Old World theologians.
Coyote’s depiction is often just that of a Coyote, but at times he can appear as a strange old man or a figure at the edge of the firelight.
Thunderbird - Force of Nature
Thunderbird embodies the winds and the rains, they are the forces of nature. Revered in the mountains and mesas, they offer their followers home’s protection from the worst of it as long as it’s sacred places are ritually maintained.
Thunderbird is often depicted as a colossal bird or patterns of feathers. Some rarer depictions show them as a feathered native elf.
Rattlesnake - Wild Card
Rattlesnake is a figure similar to Coyote, though their role is different. Rattlesnake is sometimes a trickster and sometimes a bringer of omens. His worship is rare and not much is known about his history. Some links have been discovered between him and the various serpent peoples that are present in the Old World, but the lack of Naga or Yuan-Ti in the New World confuses this. Was he whorshiped by some extinct native people?
His depictions are relegated to small mentions in stories of other gods or in the bottom corners of depictions of others.
Mother Mountain - Force of Nature
An ageless, inhuman consciousness that thinks at the pace of nature. She was long ago worshiped by indigenous dwarves before their quiet retreat from the world. Earth quakes are said to be symptoms of her distrust of Old World influence.
Minor Gods
- Horse, friend of man and elf. A symbol of hard work and dutiful protection.
- Bees, the swarm is everywhere and it’s intellect has grown it must court with these old world invaders if it is to secure nectar for the hive.
August 25, 2023
Twisted and foul. Maybe once you considered yourself a child of the earth mother, but that time has passed.
Those that blaspheme against nature, whether by will or grave misfortune, are cast out of the sacred groves never to return. They are not worth the death they deserve, let alone the great work it would require to heal them.
Druid - Circle of the Obscene
2 |
Obscene Magic,Monstrous Shape |
6 |
Monstrous Shape Improvement |
10 |
Monstrous Shape Improvement |
14 |
Aberrant Shape: Moonspawn |
Obscene Magic
You lose access to the following spells: Cure Wounds (1st), Goodberry (1st), Healing Word (1st), Healing Spirit (2nd), Lesser Restoration (2nd), Greater Restoration (5th), Mass Cure Wounds (5th), True Resurrection (9th).
You count the following as druid spells: Cause Fear (1st), Hex (1st), Ray of Sickness (1st), Blindness/Deafness (2nd), Ray of Enfeeblement (2nd), Enervation (5th), Dominate Person (5th), Psychic Scream (9th).
Monstrous Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape to transform into any of the below monstrosities, and may Wild Shape on your turn as a bonus action, but you lose the ability to assume the shape of beasts.
When you use Wild Shape to assume the shape of one of these Monstrosities you gain a number of temporary hit points, when you lose these temporary hit points you change back into your original form. These Monstrous forms use their own their own Armour Class, speeds, and abilities. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature (skills the monstrosity is proficient in use your WIS modifier instead of their original attribute).
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wendigo
Medium Monstrosity
Armour Class 12 + WIS Temporary Hit Points 8 * Druid Level Speed 40ft, 20ft Climb Skills Athletics (WIS), Intimidation (WIS) Saving Throws Strength, Constitution
Multiattack You may make one antler or one claw attack a turn. At 6th druid level you may make one antler attack and one claw attack, at 10th druid level you may make one antler attack and two claw attacks.
Antler Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: 1d8 + WIS piercing damage. If you moved at least 20ft in a straight line before making this attack, the target must make a strength saving throw against your spell save DC or be knocked prone.
Claw Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: 1d8 + WIS slashing damage. If you hit a creature that is prone you deal 1d8 bonus damage.
Gorehorn - (6th druid level) Bonus Action: You may expend a use of wildshape to move up to your movement while ignoring attacks of opportunity, any creature within 5ft of your path must make a dex save against your spell save dc or take 2d8 + WIS piercing damage and be knocked prone.
Writhing Mass
Large Monstrosity
Armour Class 8 + WIS Temporary Hit Points 10 * Druid Level Speed 20ft, 40ft swim (4th level) Skills Athletics (WIS)
Inescapable Grasp Creatures grappled by you are Restrained, you may restrain 2 creatures at a time while still attacking, increasing to 3 creatures at 6th level and 4 creatures at 10th level. Creatures grappled by you take 2d4 damage at the start of their turn and may use an action make an Strength (Athletics) or Dexterity (Acrobatics) check against your Spell Save DC to escape.
Enswarmening - (6th druid level) You may spend one use of wild shape to become a huge swarm, your walking movement speed is reduced to 0ft (though your swimming speed is unaffected). You gaining resistance to bludgeoning, piercing and slashing, but vulnerability to fire. Creatures count the area you occupy as dangerous terrain and if they move into or within it they take 2d4 bludgeoning damage. Everything occupying the same area as you counts as in your reach and creatures provoke opportunity attacks whenever they start their movement within it.
Multiattack* You may make a number of tentacle attacks equal to the remaining number of creatures you can restrain (e.g. a 6th level druid that is currently restraining one creature can make 2 attacks).
Tentacle Melee Attack: your Spell Attack Modifier to hit, reach 10ft., one target. Hit: WIS bludgeoning damage and your target is grappled.
Night Stalker
Small Monstrosity
Armour Class 14 + WIS (natural armour) Temporary Hit Points 5 * Druid Level Speed 30ft, 30ft fly (8th level) Skills Perception (WIS), Stealth (WIS) Saving Throws DEX, CON Senses darkvision 60ft.
Bloodsense You know the remaining HP, approximate direction and distance of any creature below half its starting HP.
Slip Away Bonus Action: You may take the Hide action.
Venom Glands - (6th Druid Level) When you hit a creature with a bite attack, you can expend one use of monstrous shape to deal an 2d10 extra damage and the creature must make a constitution saving throw (against your spell save DC) or becomes paralyzed. At the end of each of target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
Flyby - (8th Level) You do not provoke opportunity attacks when you fly out of an enemy’s reach.
Bite Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: 2d6 + WIS piercing damage. This damage increases to 3d6 at 6th level.
Moonspawn
Medium Aberration Armour Class 10 + WIS (natural armour) Temporary Hit Points 3 * Druid Level Speed 30ft. Skills Arcana (WIS), Deception (WIS), Insight (WIS), Perception (WIS), Persuasion (WIS) Senses Darkvision 120ft. Saving Throws INT, WIS, CHA Languages Telepathy 120ft.
Innate Spellcasting (Psionics) You may cast the following spells with no components. At will: Detect Thoughts, Levitate. Consuming one Wildshape charge: Dominate Monster, Mental Prison.
Strange Maw Melee Attack: your Spell Attack Modifier to hit, reach 5ft., one target. Hit: If the creature has less than 25 hit points remaining it is immediately killed as you devour its brain, gaining access to all its memories. Otherwise the target takes 2d10 + WIS piercing damage.
June 19, 2023
The Derringer, light revolver and shorty are simple ranged weapons, all others are martial ranged weapons.
Derringer |
10 gp |
1d6 piercing |
15/30 |
1 lb. |
ammunition, light, loading 1, point blank |
Revolver, Light |
15 gp |
1d6 piercing |
30/90 |
2 lb. |
ammunition, light, loading 6 |
Revolver, Heavy |
25 gp |
1d8 piercing |
40/120 |
3 lb. |
ammunition, heavy, loading 6 |
Shotgun |
50 gp |
1d10 piercing |
60/120 |
8 lb. |
ammunition, heavy, loading 1, two-handed, shells |
Shorty |
50 gp |
1d10 piercing |
15/30 |
4 lb. |
ammunition, loading 1, two-handed if small, shells, point blank |
Coach Gun |
80 gp |
1d8/2d8 piercing |
60/120 |
12 lb. |
ammunition, heavy, loading 2, two-handed, shells, double barrelled |
Short King |
80 gp |
1d8/2d8 piercing |
15/30 |
8 lb. |
ammunition, loading 2, two-handed if small, shells, double barrelled, point blank |
Sharpshooter Rifle |
100 gp |
1d12 piercing |
150/600 |
10 lb. |
ammunition, heavy, loading 1, two-handed, crit 19-20 |
Repeating Rifle |
75 gp |
1d10 piercing |
100/400 |
9 lb. |
ammunition, heavy, loading 8, two-handed |
A note on Loading & Reloading
This supplement uses some of the Critical Role rules for loading and reloading firearms but we consider these optional rules. If your table doesn’t like keeping track of ammunition or reloading then don’t bother. If your table loves simulationist inventory management then have at it. If you like the Critical Role misfire rules for firearms then add them back in. Just talk to your table and work it out.
The Halfway House
cy_borg, by Christian Sahlén and Johan Nohr, approaches ammo in an interesting way:
After combat, roll d8 for each weapon you have fired or d6 if you’ve used autofire. A result of 1-3 indicates your mag is empty and has to be replaced. Regular ammo costs 10% of a new weapon’s price. […]
Adapting this to 5e is as simple as swapping “if you’ve used autofire” to “if you have the extra attack feature” and renaming mags to something more thematic. Though if you use this rule I’d recommend skipping on loading and reloading.
Properties
Point Blank
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Double Barrelled
You may fire both barrels at a -5 penalty, if you hit you do 2d8 damage and the target must make a strength saving throw to avoid being pushed back 5ft and fall prone.
Two-handed if Small
Small creatures can only use this weapon two handed or else they gain disadvantage on attacks.
Shells
This weapon can fire shells which come in a wide variety.
Slug 6 for 1gp - Short and long range increases by 30ft.
Saltshot 6 for 1gp - Less-lethal against most creatures (creatures reduced to 0 hit points by attacks using this ammunition make death saving throws), ignores damage immunities and resistances for incorporeal beings. Many fey are vulnerable to salt.
Alchemist’s Fire 6 for 120gp - Deals fire damage, on a hit the target catches fire and takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using it’s action to make a DC10 dexterity check to put out the flames.
Scattershot 6 for 6gp - Fires in 30ft cone, DC14 Dex Save or 1d6 piercing damage.
Chainshot 6 for 600gp - Disadvantage on attacks, on a hit Medium and large targets becomes restrained. The creature can use it’s action to make a DC15 strength or dexterity check to escape. Chainshot XL costs 300gp for 1 shell, it works on huge creatures and the DC increases to 20.
June 18, 2023
In the long night there are many monsters and a brave few who who are called by the gods to hunt them.
Though there are several churches that have knightly orders devoted to monster hunting few have as storied a history as the those dedicated to the Huntress and the Order of the Silver Bullet.
Paladin - Oath of the Hunt
3rd |
Oath Spells, Smiting Volley, Channel Divinity |
7th |
Aura of the Pack |
15th |
Pack Mentality |
20th |
Apex Predator |
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
3rd |
Ensaring Strike, Snare |
5th |
Silence, Locate Animals or Plants |
9th |
Conjure Barrage, Lightning Arrow |
13th |
Locate Creature, Faithful Hound |
17th |
Swift Quiver, Hold Monster |
Smiting Volley
Starting at third level, you may use divine smite when you hit with a ranged attack, but your damage dice are d6. E.g. 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The Damage increases by 1d6 if the target is a Dragon or Beast, up to 6d6.
You also may swap your current fighting style for the Archery fighting style.
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel Divinity Options:
Heartseeker bonus dice do not get doubled for Critical Hit damage.
Heartseeker. As a bonus action, you can use your Channel Divinity to let your god guide your strike. If your next attack hits, you deal bonus damage equal to half your damage dice.
Perfect Instinct. As an action you enter a state of heightened instinct, for the next minute you gain 20ft Blindsight and whenever a creature within 20ft moves, you may use your reaction to make a ranged attack against them.
Aura of the Predator
You emit a predatory aura while you aren’t incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. When you or an ally within your aura hit a creature with a ranged attack, the next melee attack against it gains advantage and visa versa.
At 18th level, the range of this aura increases to 30 feet.
Pack Mentality
When an enemy misses an attack against an ally you can see within 10 feet, you may choose an ally other than yourself to make an attack using their reaction against the creature with a bonus to hit equal to your Charisma Modifier (minimum of +1).
Apex Predator
At 20th level, you gain the ability to become an Apex Predator. As an action, you can magically become an avatar of your god, a perfect hunter. You gain the following benefits for 1 minute:
- Your movement speed becomes 60 feet and you do not provoke attacks of opportunity.
- Whenever you make an an attack roll that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Successful attacks against frightened creatures automatically become critical hits.
June 17, 2023
You are no mere death dealer, you are a man of medicine, or at least the closest thing to one on the battlefield. You are just as likely to stich up an ally as they are to put a scalpel in a monster’s eye.
A good doctor is hard to find out west, often the best you will find is a weirdo in a funny mask who will take your silver dollars and sew your leg back on, and you better be happy about it even if it’s on the wrong way.
Rogue - Barber Surgeon
3rd |
Seen it all Before, Don’t You Dare Die On Me |
9th |
Do a Little Harm |
13th |
It’s Just Basic Anatomy |
17th |
Hair of the Dog |
Seen it all Before
When you choose this archetype at 3rd level, you gain proficiency in the Medicine and Herbalist’s Kit if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
The crafting cost for potions of healing are halved (making crafting them a quarter the price of purchase), and the time to craft them dramatically reduced.
Healing |
1 Hour |
12 gp |
Greater Healing |
1 Day |
50 gp |
Superior Healing |
2 Days |
500 gp |
Supreme Healing |
4 Days |
5,000 gp |
You may craft a potion of healing instead of benefiting from a short rest.
Don’t You Dare Die On Me
When you heal an incapacitated ally within 5ft, you may add your sneak attack dice to the amount healed. You can use use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Do A Little Harm
At 9th level when you apply sneak attack to a damage roll, the creature you hit must make a CON save VS 8 + Medicine, if they fail, you may choose one of the following: the creature is blinded, knocked prone or poisoned.
It’s Just Basic Anatomy
Beginning at 13th level, you crit on a 19-20 against humanoids and one other creature type of your choice.
Hair of the Dog
Beginning at 17th Level, when you are reduced to 0 Hit Points, you may use your reaction to immediately consume a Potion of Healing (provided you have one), you may apply Don’t You Dare Die On Me if you have not expended all uses the feature. Once you use this feature, you can’t do so again until you finish a long rest.
June 17, 2023