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I had an idea of adding piracy elements to a campaign of standard fantasy, and I came to think of the artillery pirates usually might have on their ships. Here are a few, and I could use some help with transcribing them so that they would make sense with minimal effort and be mostly in line with the rest of the language in 5th edition.
Ballista:
Size: Large
Actions: 3 actions to prepare the shot, 1 action to aim, 1 action to fire.
Area of effect: 5 ft x 200 ft. line
Damage: 8d6 (average 28) piercing damage (Dex save to avoid)
Siege Weapon Drawback: ?
Cannon:
Size: Large or Medium?
Actions: 3 actions to prepare the shot, 1 action to aim, 1 action to fire.
Area of effect: 5 ft x 200 ft. line
Damage: 14d6 (average 49) bludgeoning damage (Dex save to avoid)
Siege Weapon Drawback: A cannon has a strong recoil, and anyone directly 5 feet behind the cannon at the time of firing must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone.
Catapult:
Size: Huge
Actions: 4 actions to prepare the shot, 2 actions to aim, 1 action to fire.
Area of Effect: A point of your choice within 200 ft. range
Catapult Missile:
Single: 10d6 (average 35) bludgeoning damage in a 20 ft. radius sphere (Dex save half)
Mortar: 14d4 (average 35) bludgeoning damage in a 30 ft. radius sphere (Dex save half)
Siege Weapon Drawback: Catapult is inaccurate weapon and the chosen point of origin has a margin of error of 3d10 feet minus your intelligence modifier (rounded down, minimum 0) in random direction.
Trebuchet:
Size: Huge
Actions: 6 actions to prepare the shot, 2 actions to aim, 1 action to fire.
Area of Effect: A point of your choice within 300 ft. range
Trebuchet Missile:
Single: 14d6 (average 49) bludgeoning damage in a 20 ft. radius sphere (Dex save half)
Mortar: 20d4 (average 50) bludgeoning damage in a 30 ft. radius sphere (Dex save half)
Siege Weapon Drawback: A trebuchet is inaccurate weapon and the chosen point of origin has a margin of error of 2d10 feet minus your intelligence modifier (rounded down, minimum 0) in random direction.
When attacking with a Siege Weapon against a very large target, such as a ship or a creature of at least huge size, you make an attack roll against it with a bonus equal to your Proficiency Bonus + your Intelligence modifier. You make the attack roll only once, and compare the result against all valid targets within the area of one missile.
All other targets within the same area are subject to a saving throw DC equal to 8 + Proficiency Bonus + your Intelligence modifier. If the saving throw fails, the targets are affected by the missile as normal.
Ballista 5e Dmg Free
The advanced heavy ballista differs from the normal heavy ballista in being made with new and more modern construction techniques to pull out more bang for the buck and ease in reloading. It fills the space of a Huge creature (15 x 15). Cleanup. Reloading an advanced heavy ballista requires two full-round actions.
Ballista 5e Dmg Build
Looking for ballista rules for 5E. Which is on par with shotguns from the DMG previews. Little snitch 4.4 dmg. I made it so that it took an action to load and an action to fire, but two. Siege weapons (ballista) Im looking for stats for siege weapons 5e or 3.5e. I've found the 5e stats for them in the 5e dmg but I'm looking for something that has more info on them, particularly the ballista. If anyone can give me a link to some good rules even home brew it would be much appreciated. The rules for the ballista on p.255 of the DMG state that to make an attack the weapon must be loaded, aimed and fired. Dmg 28000. Each of these takes one action. However, could each of these actions be perfo. Hits one guy, then you remove the 1, so second takes 25 damage; then remove the 2, third guy takes 23 damage, and so on. Also, the ballista should probably do a knock prone, too. ballista drawback should probably be recoil, too, as even basic crossbows have recoil of some kind. Maybe just 1d6 damage and prone? Firefox mac os x 10 5 8 download.