Dnd 5e Ballista



DMG page 255-256 describes several siege weapons which are actually objects. The siege weapons require actions to load, aim, and fire them. For the ballista, for example, it says: It takes one action to load the weapon, one action to aim it, and one action to fire it.

  • Seeing as my next campaign is going to focus more on surface world skirmishes than dungeons, I want to include things like ballistas in the tactical mix. The 5e DMG provides rules for them, but they are honestly so perfunctory they need to be expanded on for actual play. Here's my version of a D&D relevant ballista.
  • Animated Ballista is a CR 2, Unaligned construct in Dungeons and Dragons 5th Edition (D&D 5e) Reference. Classes Races Backgrounds Spells Items Conditions Monsters Feats.
  • Medium Ballista. Medium object Armor Class: 16 Hit Points: 40 Damage immunities: poison, psychic Cost: 1000 gp Like the crossbow, except bigger and mounted on a stand. Before it can be fired, it must be loaded and aimed.

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: 'It's about time we fixed things instead of blowing them all to hell.'

Source: Tasha's Cauldron of Everything/Eberron: Rising from the Last War

Dnd 5e siege equipment

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Dnd 5e Ballista

Artillerist Spells

Dnd 5e Ballista Ammo

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artillerist Spells
Artificer LevelArtillerist Spells
3rdShield, Thunderwave
5thScorching Ray, Shatter
9thFireball, Wind Wall
13thIce Storm, Wall of Fire
17thCone of Cold, Wall of Force

Eldritch Cannon

Dnd 5e Ballista

Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

Ballista Weight Dnd 5e

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannon
CannonActivation
FlamethrowerThe cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force BallistaMake a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of+ 1).

Arcane Firearm

At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

5e ballista stats
  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons arc identical to each other or different. You can't create a third cannon while you have two.

Dnd 5e Ballista Weight

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The ballista box is a light artillery piece that can be folded into a compact form. This makes it easy for several to be stored in castle towers or wagons for rapid deployment. Setting the box down is a minor action. It takes one round for it to unfold into its ballista form. The box has to be places into an adjacent empty square. It has a universal joint that allows it to point in any direction. Re-boxing it is a standard action. Loading the ballista with ammunition is a move action.

If attacked, the ballista has AC 15, Fort 12, Ref 12, Will —, 35 hit points, and is immune to psychic and poison damage.

Dmg

The ballista weighs 35 lb. and costs 150 gp; each bolt weighs 2 lb and costs 1 gp.


Ballista BoxAttack
Within a minute, a battery of ballistas was deployed along the battlements and begain launching bolts at the besiegers.
At-Will
Standard ActionRanged 40
Requirement: You must be adjacent to the ballista box, and it must be loaded with a bolt.
Attack: Level + 5 Vs. AC
Hit: 1d8 + 5 damage and the target is pushed 1 square.
Level 21:2d8 + 5 damage


Special Ammunition[edit]

The ballista box may fire these special types of bolt.

Dnd 5e Ballista

Dnd 5e Ballista Stats

Flaming Bolt. The tip has been prepared with a pitch coating. It takes a minor action to light the tip of a bolt loaded into the ballista. The attack roll is Level + 4. It deals an additional 1 fire damage, and may ignite flammable materials.

Ballista 5e Dmg

Duplex Bolt. This is two slender bolts loosely tied together, that split apart during flight. On a successful hit, it deals 3 damage to the target and 3 damage to a creature adjacent to the target.

Dnd 5e Siege Equipment

Hammerhead Bolt. This bolt has a broad steel head that is useful for damaging structures. Its range drops to 20 squares, but it deals double damage against objects.

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