Every ship needs someone to man the cannons, but Bunker Busters won't settle for leaving their boomstick behind on the ship. Part genius and part madness compels them to sling the massive gun over their shoulder and bring it with them into battle.
Boomstick
At 3rd level, you've trained your body to withstand the recoil of smaller cannons. You gain proficiency with cannons and improvised weapons, and can now wield the swivel gun as a weapon, treating it as a ranged improvised weapon with the loading, heavy, Siege, two-handed, and explosive properties. While wielded in your hands, a swivel gun has a reload of 2 and a range 60/240. You are proficient with swivel guns and add your STR modifier to the attack and damage rolls as well as use STR for the calculation of ranged brawl techniques. Explosive property can be switched on/off with a BA.
Additionally, you benefit from Reckless Attack when making ranged attacks with swivel guns, and can add your bonus Rage damage to these attacks. Later when you gain your Brutal Critical feature, it applies to ranged attacks with swivel guns as well. When you use Reckless Attack, the misfire score of any swivel gun you're wielding triples until the start of your next turn.
You can also use the bulk of the cannon to strike at enemies in melee range. In this instance, the swivel gun acts as an improvised weapon that deals 2d6 bludgeoning damage on hit and has the heavy and two-handed properties.
The massive bulk of the cannon makes it unwieldy to use. You have disadvantage on all ranged attack rolls with the swivel gun while you're not raging.
Swivel Gun
Swivel Gun 10,000 Berri 2d12 Piercing Ammunition, Range (60/240), Siege, Heavy (16), Loading (2, Bonus Action), (Two-handed), (Explosive)
Crazed Bravado
Beginning at 6th level, you've grown used to the burning of hot iron and thunderous boom of cannons. You gain resistance to fire damage and thunder damage, and immunity to the deafened condition.
Additionally, you maintain your rage even if you don't make an attack or take damage on your turn if you use your action to fix a swivel gun that has misfired.
Pack Mule
At 10th level, lugging a cannon around has granted you immense physical strength. You gain the following benefits.
Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength Checks made to push, pull, lift, or break objects.
When pushed or moved against your will, you can use your reaction to reduce the distance moved by a number of feet equal to your Strength score.
You have advantage on Constitution saving throws against exhaustion.
Blastback
At 14th level, your aim has gotten good enough that you can send enemies flying with your cannon.
Once per turn while raging and when you hit a creature with a weapon attack using a weapon with the heavy property, you can force the creature to make a Strength saving throw. The DC for the saving throw is determined by your brawl save DC. On a failed save, a creature is pushed up to 20 feet away from you.