# Eldritch Cannoneer

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<div class='classTable wide'>
##### Eldritch Cannoneer
|	Level	|	Proficiency Bonus	|	Features			|
|	:--:	|	:--:	|	:--:|	:--												|
|	1st		|	+2		|	Eldritch Cannon, Fighting Style,		|
|	2nd		|	+2		|	Augmentations		|
|	3rd		|	+2		|	Cantrip Cartridges						|
|	4th		|	+2		|	Ability Score Improvement							|
|	5th		|	+3		|	Precision Shot										|
|	6th		|	+3		|	Action Surge 1x									|
|	7th		|	+3		|	Improved Critical							|
|	8th		|	+3		|	Ability Score Improvement							|
|	9th		|	+4  	|	Uncanny Dodge								|
|	10th	|	+4		|	Second Fighting Style								|
|	11th	|	+4		|										|
|	12th	|	+4		|	Ability Score Improvement							|
|	13th	|	+5		|	Evasion													|
|	14th	|	+5		|	Ability Score Improvement										|
|	15th	|	+5		|	Superior Critical								|
|	16th	|	+5		|	Ability Score Improvement							|
|	17th	|	+6		|	Action Surge (x2)													|
|	18th	|	+6		|	Archetype Rock									|
|	19th	|	+6			|	Ability Score Improvement							|
|	20th	|	+6			|	Capstone										|
</div>


## Class Features
Your Class gains the following features

#### Hit Points
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- **Hit Dice:** 1d8 per level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per level after 1st.

#### Proficiencies
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- **Armor:** Light Armor and Medium Armor, Sheilds
- **Weapons:** Eldritch Cannons, One Handed Weapons
- **Tools:** Tinker Tools
- **Saving Throws:** Dexterity, Charisma
- **Skills:** Perception, Choose one from Athletics, Acrobatics,Insight, or Survival


#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* 1 Eldritch Cannon, 1 Finese weapon or *(b)* 2 Eldritch Cannons or *(c)* 1 Eldritch Cannon and a Shield
- *(a)* Leather Armor or *(b)* Scalemail
- *(a)* Dungeoneers Pack or *(b)* an explorer's pack


### Eldritch Cannon
At first level, You get proficiency with Eldritch Cannons. You can cast a ranged attack cantrip from any spell list using your Eldritch Cannon as a focus without vocal or somatic compononents as if it was a ranged weapon attack. It can take the form of either a pistol (range 60/120, Light) or a  Rifle (Two Handed, Heavy, range 120/240)

### Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
#### Close Quarters Fighter 
When you engage in two weapon fighting you can add your ability modifier to the damage of the melee weapon attack, additionally Pistol attacks made within melee range do not have disadvantage.

#### Duelist
When you are wielding a pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### Sniper
You gain a +2 bonus to attack rolls with your Eldritch Cannon
 
### Augmentations
At second level, You gain the ability to augment your Eldritch Cannon attacks using Augmentations. You can you can have two augmentations in the muzzle slot and one in the breach slots. You can replace an augmentations as a bonus action or remove an augmentation as a free action. You gain 2 augmentations at the second level, and an aditional augmentation at 5th. 8th, 11th, 14th, and 17th level.
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**Extended Cantrip:** (Muzzle) When you cast Eldritch Blast, its range is doubled.

**Forceful Cantrip:**  (Breach) When you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet away from yourself. 

**Ensnaring Cantrip:** (Breach) When you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn, a creature can only be effected by this augmentaion once per turn.

**Explosive Cantrip** (Breach) When you cast Eldritch blast make a single attack roll if it hits, creatures within 5 feet of the target must make a dexterity saving throw or take the same damage, the save DC is 8+ Proficiency + your Dexterity modifier.

**Disperessed Cantrip** (Muzzle) When you cast Eldritch Blast instead of making an attack roll for each beam, the blast fires in a cone that is 1/4 of the Eldritch Blasts standard range (15ft Pistol, 30ft Rifle) any creatures within the cone must make a dexterity saving throw on a failed save the creature takes full damage or half as much on an success. If used in combination with anything that extends the range of your eldritch blast. the width stays the same and the range is doubled.

**Charged Cantrip** (Muzzle) When you cast Eldritch blast you can make a single attack roll at -5 for a +10 to the damage roll, the extra damage increases by 5 for each damage dice you roll.
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### Cantrip Cartridges
At third level, you learn how to harness additional cantrips into cartridges. You can harness one aditional cantrip that requires a ranged attack from any spell list. You can cast it with your eldritch cannon ignoring Vocal, Somatic, or Material components. You can replace a Cantrip Cartridge as a bonus action. You learn one aditional cantrip at 5th, 8th, 11th, 14th, and 17th level.

### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

### Precision Shot
At 5th level you can concentrate to make impossible shots. You can add double your proficiency modifier to an attack roll and you ignore 1/2 or 3/4 cover if you use a bonus action to steady yourself on your previous turn. If you take damage you must make a concentration check as if you were concentratiing on a spell, additionally you cannot take any reactions or move before you cast a cantrip or you lose the benefit of this feature. You can do this twice per short rest. 
### Action Surge
At 6th level You can take one additional action between long rests.

### Uncanny Dodge

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

### Improved Critical
Starting at 9th level you Crit on a 19 or 20

### Second Fighting Style
Starting at 12th level, you can choose a second fighting style.

### Evasion 
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
### Superior Critical
Starting at 15th level you crit on 18-20

### Action surge x2
at 17th level you can action surge twice between rests.

### Capstone
At 20th level, you can attack twice with your eldritch cannon.