Can make a cannon that deals something like 1d10 dmg and uses strength
during rage the cannon gets stronger, either by multiattack
Special types e.g. grapeshot, pushing
higher levels increase size of area
mortar shot with riduculous range
rocket jump
explosive rebuke
push/prone targets of bombard
Bombastic Brilliance
Starting at 3rd level, you have grown used to working around explosives. You gain the following benefits:
You have advantage on ability checks to recall or discover information about explosives.
You are immune to the deafened condtion.
While raging, you are resistant to fire and thunder damage.
Your long and high jump distances increase by 10 feet and you can jump the full distance from a standing start.
Explosive Bombard
Starting at 3rd-level, you can produce and wield explosive cannon-like weapons known as bombards. During a long rest, you can produce a bombard. The bombard is heavy and unwieldy, only you can use it. You can only have one bombard at one time, creating a new one renders the old one useless.
You can use your bombard as a martial melee weapon with the two-handed and heavy properties. On a hit, the attack deals 2d6 + your Strength modifier bludgeoning damage.
When you take the Attack action on your turn, you can replace any of your attacks with a special explosive attack using your bombard. Each creature within a 20-foot cone or a 30-foot line (your choice) must make a Dexterity saving throw (DC equals 8 + your proficiency modifier + your Strength modifier). On a failed save, the creature takes 2d6 bludgeoning damage or half as much on a successful save. Whilst you are raging, you can add your rage damage to the damage of this attack.
Energetic Bombard
Starting at 6th level, attacks with your bombard count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make an explosive attack with the bombard, you can replace the damage type with one of the following types; fire, lightning, piercing or thunder.
Packed Shot
Starting at 6th level, when you make an explosive attack with your Explosive Bombard, you can choose to pack a little extra punch. When you do so, the damage of the attack increases by 2d6 and creatures that fail the saving throw are subject to one of the following effects of your choice:
They fall prone.
They are pushed 10 feet away from you.
They are deafened for one minute.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest..
Improved Bombard
At 10th level, the damage of a melee and explosive attacks with your Explosive Bombard, increase to 3d6.
Mortar Shot
Sarting at 10th level, you learn to arc your bombard shots precisiely. When you make an explosive attack with your Explosive Bombard, you can choose to instead target a 15-foot cube centred on a point you can see within 120 feet. Creatures in the area can only benefit from cover directly above them within 15 feet.
Going Loud
Starting at 14th level, as a bonus action, or as a reaction whenever you are reduced to 0 hit points, you can expend a Hit Die, roll it, and denote several explosives on your person. You are unharmed by this but all other creatures within 15 feet of you must make a Dexterity saving throw (DC equals 8 + your Proficiency Bonus+ your Strength modifier) or take bludgeoning, fire, lightning or thunder damage (your choice) equal to the result of the roll + your Constituion modifer + your Strength modifier. A creature takes half as much damage on success.
maybe this should be lower level, sounds fun
barbarian with a cannon
Ideas:
Bombastic Brilliance
Starting at 3rd level, you have grown used to working around explosives. You gain the following benefits:
Explosive Bombard
Starting at 3rd-level, you can produce and wield explosive cannon-like weapons known as bombards. During a long rest, you can produce a bombard. The bombard is heavy and unwieldy, only you can use it. You can only have one bombard at one time, creating a new one renders the old one useless.
You can use your bombard as a martial melee weapon with the two-handed and heavy properties. On a hit, the attack deals 2d6 + your Strength modifier bludgeoning damage.
When you take the Attack action on your turn, you can replace any of your attacks with a special explosive attack using your bombard. Each creature within a 20-foot cone or a 30-foot line (your choice) must make a Dexterity saving throw (DC equals 8 + your proficiency modifier + your Strength modifier). On a failed save, the creature takes 2d6 bludgeoning damage or half as much on a successful save. Whilst you are raging, you can add your rage damage to the damage of this attack.
Energetic Bombard
Starting at 6th level, attacks with your bombard count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make an explosive attack with the bombard, you can replace the damage type with one of the following types; fire, lightning, piercing or thunder.
Packed Shot
Starting at 6th level, when you make an explosive attack with your Explosive Bombard, you can choose to pack a little extra punch. When you do so, the damage of the attack increases by 2d6 and creatures that fail the saving throw are subject to one of the following effects of your choice:
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest..
Improved Bombard
At 10th level, the damage of a melee and explosive attacks with your Explosive Bombard, increase to 3d6.
Mortar Shot
Sarting at 10th level, you learn to arc your bombard shots precisiely. When you make an explosive attack with your Explosive Bombard, you can choose to instead target a 15-foot cube centred on a point you can see within 120 feet. Creatures in the area can only benefit from cover directly above them within 15 feet.
Going Loud
Starting at 14th level, as a bonus action, or as a reaction whenever you are reduced to 0 hit points, you can expend a Hit Die, roll it, and denote several explosives on your person. You are unharmed by this but all other creatures within 15 feet of you must make a Dexterity saving throw (DC equals 8 + your Proficiency Bonus+ your Strength modifier) or take bludgeoning, fire, lightning or thunder damage (your choice) equal to the result of the roll + your Constituion modifer + your Strength modifier. A creature takes half as much damage on success.
maybe this should be lower level, sounds fun