At 14th level, if you successfully hit a creature using your reckless attack feature with a broken cannon, you gain advantage on your next reckless repair check.

At 10th level, when attempting to repair a broken cannon, instead bashing it with your own hand or on the ground in an attempt to get it working again, you may now instead bash enemies with it in a mad attempt to repair it. After dealing damage to an enemey on a successful melee attack using a broken cannon you may roll a reckless repair check.

At 6th level, your ability to wield heavier cannons increases along with the speed at which you may attempt to reload them. Your carrying capacity (including maximum load and maximum lift) is doubled. Additionally, instead of using a full action you may choose to sacrifice one weapon attack in order to attempt to reload your cannon faster at the chance of causing a misfire. Roll as if you are making a reckless repair check. If you succeed you reload the cannon, while if you fail the cannon misfires.

At 3rd level when you adopt this path you learn how to wield a cannon in combat. You gain proficiency in firearms, including cannons which are exclusive to this subclass. Additionally, while raging you have resistence to fire and thunder damage, as you have grown to build up a resistance to your cannons constant loud and scolding misfires.

The path of the cannoneer is tempting to those barbarians mad or stupid enough to enjoy drenching both themselves and their enemies in fire. Cannoneers die in battle at the hands of their opponents as commonly as from the misfires of their boomsticks. However as long as the misfire is bright, brilliant and as devastating to a cannoneers foes as it is to the cannoneer, this is a wholesome death. A canoneers weapon is an extension of its weilder, thus it is reckless, explosive, and void of caution.

Cannon

ammunition, ranged, heavy, two handed, special.

A cannon while held by a creature takes an action to relead, and an action to fire.

A cannons damage and range is determined by its size. A 500 pound cannon can shoot a four pound shot. Every extra 500 pounds the cannon is beyond this increases the shot poundage by 2 pounds as outlined below.

A 500 pound cannons rage is 100/400ft, every 1000 pounds above this its minimum and maximum range doubles.

Additionally, a small creature can be used as a ten pound shot, any size class above this doubles the shot poundage required to fit it inside a cannon. A creature takes damage equal to half its hit dice rounded down when shot out of a hand cannon. It also deals this damage to any enemies hit by it as a result of being shot out of the cannon.

You may only wield a cannon if it is below your maximum carrying capacity.

500lb - 4 pound shot - range 100/400ft - 500gp

1000lb - 6 pound shot - range 100/400ft - 1000gp

1500lb - 8 pound shot - range 200/800ft - 1500gp

2000lb - 10 pound shot - range 200/800ft - 2000gp

2500lb - 12 pound shot - range 300/1600ft - 2500gp

3000lb - 14 pound shot - range 300/1600ft - 3000gp

Cannon from the DMG pg 255:

3500lb - 16 pound shot - range 600/2400ft - 3500gp

The amount of damage dice a cannon deals on a successful ranged attack is its shot poundage divided in half rounded down. The type of damage die and damage type is determined by the cannon shot being fired. A cannon deals an amount of damage on a successful melee attack equal to its shot poundage divided by four rounded down x 1d10.

For example a 500lb cannon deals 2d10 bludgeoning damage on a successful ranged attack using ball shot. Additionally, It also deals 1d10 bludgeoning damage on a successful melee attack.

Credit: Ariel Perez Art

Misfire

When a cannon misfires it breaks and all creatures within 10ft of the cannon must make a dexterity saving throw or take a number of d10 fire damage equal to half the cannons shot poundage rounded down. On a successful save they take half damage. If a cannon misfires an amount of times equal to its shot poundage, it's broken for good. While a cannon is broken it cannot be used to make ranged attacks.

Reckless Repair

As an action as a cannoneer you may attempt to repair a cannon. To perform a reckless repair check roll a d20. If it's result is 11 or higher you fix it, while if it's 10 or below it misfires again, as you continue to slam the cannon in anger.

Cannon Shots

Every time you load a cannon, choose a type of shot described below. The amount of damage dice is determined by the shot poundage divided by two, while the type of shot will dictate the type of damage die and damage type.

Shot Effect Save DC = 8 + your proficiency bonus + half the shot poundage (rounded down).

Ball shot - 1gp x shot poundage - The classic cannonball. This shot bounces like golf ball through enemy lines. Make a ranged attack against a target you see within range. On a hit they take (½ shot poundage rounded down)d10 bludgeoning damage.

Effect: If you rolled a natural 11 or higher to hit the original target the cannon ball ricochets and hits a secondary target behind it within 30ft of the original target.

The secondary target must make a dexterity saving throw or take half the damage the first target took, rounded down. On a successful save the creature takes no damage and the ball shot ricochet misses.

Grapeshot - 1gp x shot poundage - Made up of a large amount of small musket balls shoved into a canister, grapeshot Explodes upon impacting its target shooting the balls forwards in a shotgun-like effect. Make a ranged attack against a target you see within range. On a hit they take (½ shot poundage rounded down)d6 piercing damage.

Effect: A 15ft cone spreads out originating from the target, all other creatures within the cone must succeed a dexterity saving throw or take the same amount of damage as the first target. A creature who succeeds the saving throw takes half damage.

Chain shot - 1gp x shot poundage - Consisting of two smaller cannon balls connected by a chain, chain shot is usually used to tear apart ship masts. Make a ranged attack against a target you see within range. On a hit they take (½ shot poundage rounded down)d8 slashing damage.

Effect: The target must succeed a constitution saving throw or is pushed back 10ft and knocked prone. Huge and larger creatures have advantage on this save. If this movement causes the creature to move into another creatures space, the other creatures must make a constitution saving throw or are also knocked prone.

Designed by: James Rathwell