Primal Path of the Cannoneer

by SenorVilla

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Primal Path of the Cannoneer

The rage of a barbarian is a wild and destructive power that many have tried to control only to be consumed by their own wrath in the process. Those who walk the Path of the Cannoneer have discovered that, through the use of mystical artifacts known as Arcane Blasters, their fury can be channeled into powerful bolts of magic. As this weapon drains from the very essence of the wielder’s emotions, only the mightiest of will and body can fully master the powers of the blaster.

Be it an ancient artifact or an technological wonder, arcane blasters can have many origins. You can consult the Arcane Blaster Nature table for ideas on how your blaster may look and operate.

Arcane Blaster Nature
d8 Nature
1 An ancient stone cannon in the shape of a dragon's open maw.
2 An artificer's experimental contraption that channels raw emotions into devastating blasts.
3 A wooden totem with carvings that shine with the power of the spirits within.
4 A shifting and turning apparatus from the Far Realm that grows in power by consuming dark thoughts.
5 A ceramic vase with a lid that when opened unleashes the fire of a demon trapped within.
6 A handheld portal that shifts between the different elemental planes.
7 The arcane ballista of an ancient fortress, carved with dwarven runes.
8 The hollow trunk of an elder tree from the Feywild that still hums with fey magic.























Optional Class Feature: Firearm Proficiency

3rd-level Path of the Cannoneer feature

If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your barbarian has been exposed to the operation of such weapons, your barbarian gains proficiency with them.

Arcane Blaster

3rd-level Path of the Cannoneer feature

Starting when you choose this path, you channel your rage into blasts of magical energy through the use of a mystical weapon called an Arcane Blaster. When you enter your rage, you summon an Arcane Blaster, alternatively you power up an inactive blaster that you are carrying.

The Arcane Blaster is a Martial Ranged Weapon with the two-handed property, a normal range of 40 feet and a long range of 80 feet. The blaster doesn't consume ammunition, instead channeling energy directly from the power of your rage. You are proficient with the Arcane Blaster while you wield it and when you attack with it, you can use your Strength modifier for the attack and damage rolls. The blaster targets a single creature within reach, and on a hit deals 1d10 + your strength modifier + your Rage Damage of either acid, cold, fire, lightning, or thunder damage (you choose when you summon the blaster).

Whenever you fire your Arcane Blaster, you take damage equal to half your Rage Damage (rounded down). This damage can’t be reduced in any way.

When your rage ends, you can choose to dispel the Arcane Blaster, sending it to its own pocket dimension, or to have it depower, in which case it can't be fired until you rage again.

Arcane Critical

6th-level Path of the Cannoneer feature

When determining the extra damage for a critical hit with your Arcane Blaster, you can roll one additional damage die.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Blast-Zone Protection

10th-level Path of the Cannoneer feature

The magic that powers your Arcane Blaster courses through your body and protects you from the backlash of your blasting. While raging you gain resistance to the damage type you chose when summoning your Arcane Blaster.


Art Credit

"Phaerox Cannoneer" by Games Revolted


"Goblin Cannoneer" by Samuel Kambey

Heavy Artillery

14th-level Path of the Cannoneer feature

You can channel the power of your Arcane Blaster in new ways by either firing rapidly on an extended area or focusing its destructive power in a single explosive charge. While you’re raging you can take the following actions:

  • Furious Barrage: You fire arcane blasts wildly in a direction of your choice, forcing each creature in a 30 ft. cone originating from yourself to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 3d10 damage of the type chosen when you summoned the Arcane Blaster on a failure and half as much on a success. You can only use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

  • Overloaded Blast: You focus the destructive power of your Arcane Blaster into a single charge and fire it at one point you can see within 80 feet of you, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 8d6 damage of the type chosen when you summoned the Arcane Blaster on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

 

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