3rd Level — Bigger is Better
You have mastered the art of wielding massive weapons that others struggle to lift. Starting at 3rd level, you use your Strength modifier for attack and damage rolls when making ranged attacks with weapons that have the Heavy property, instead of Dexterity.
Additionally:
You can treat weapons with the Mounted property as if they have the Heavy (18) property, allowing you to carry and fire them without needing a mount.
The reloading time for any weapon with the Heavy or Mounted property is reduced by one step (Full Turn > Action, Action > Bonus Action).
6th Level — Stored Power
At 6th level, you've learned how to channel energy into your weapon for a devastating shot. As an action, you can start storing energy in your weapon for a massive attack. You can store power for up to half your prof bonus (rounded up) in rounds (including the round you started), and when you release the shot, it becomes a devastating blast.
While storing power, you cannot make any other attacks or take actions, bonus actions, or reactions involving that weapon until the shot is released.
For each round you spend storing energy, you can spend 3 Focus Points, increasing the power of the shot.
When you release the stored power as an attack action:
The shot deals an additional 2d6 + Weapon damage for every round you stored power.
The attack roll is made at advantage.
If the shot hits, all creatures in a 20-foot line behind the target must make a Strength saving throw against your Brawl Save DC. On a failure, they take half of the bonus damage dealt to the main target. On a success, they take no damage.
This ability allows you to prepare a devastating attack, perfect for taking down powerful enemies or wiping out groups of foes.
10th Level — Heavy Lifter
You’ve grown so accustomed to heavy weaponry that they no longer slow you down. At 10th level:
Weapons with the Heavy property no longer impose disadvantage on attack rolls when making attacks within 5 feet of a target.
You can move at full speed even when wielding a weapon with the Heavy or Mounted property, allowing you to maintain mobility while carrying cumbersome gear.
As a bonus action, you can stabilize any weapon with the Heavy or Mounted property, giving yourself advantage on your next attack roll with that weapon.
13th Level — Boom Stick
You know how to maximize the explosive potential of your weaponry. Starting at 13th level, as part of an attack action, you can spend 4 Focus Points to fire an explosive round from your weapon, causing a massive blast in place of a normal attack.
Choose a point within the weapon’s range. All creatures within a 30-foot radius of that point must make a Dexterity saving throw against your Brawl Save DC.
On a failed save, creatures take double your weapon’s damage dice as Force damage. On a successful save, they take half damage.
You can spend an additional Focus Point to exclude any number of creatures from the blast.
This ability allows you to create devastating explosions, causing massive area-of-effect damage while controlling who gets hit.
17th Level — Overpressure Fire
You've learned to push your weapons beyond their normal limits. Starting at 17th level, once per turn, when you make a ranged weapon attack with a weapon that has the Heavy or Mounted property, you can choose to supercharge the attack:
The attack gains an additional damage die.
Creatures hit by the attack must make a Constitution saving throw (DC equal to your Brawl Save DC) or be stunned until the start of your next turn.
20th Level — Intentional Overload
You’ve mastered the dangerous art of weapon overload, intentionally causing malfunctions for catastrophic results. Starting at 20th level, as an action, you can intentionally jam a ranged weapon with the Heavy or Mounted property. When you do:
The weapon becomes unusable for the rest of the current turn but overloads for the next turn.
At the start of your next turn, all attacks made with the overloaded weapon deal double damage for that turn.
After using this feature, the weapon must undergo a full reload or clearing process, using an action to reset it.