Siege Weaponry

These massive engines of war are designed to protect or assail heavy targets, fortifications or large groups of enemy soldiers.
Each siege engine provides a description of its size, Armor Class, and hit points, as well as an outline of its functions and attack capabilities. Every siege engine is immune to poison and psychic damage.
Siege engines are moved under the power of groups of soldiers or minders, or they are pulled by teams of animals or domesticated monsters. As part of the variant rule below, each siege engine is also noted with a crew requirement to operate it.

Conventional Siege Engines

Item Size Armor Class Hit Points Crew Cost
Ballista Large 15 50 4 1,000 gp
Ballista, heavy Huge 15 1000 6 1,750 gp
Catapult Large 15 75 3 500 gp
Catapult, mangonel Large 15 100 3 1,125 gp
Catapult, onager Large 15 50 2 200 gp
Catapult, trebuchet Huge 15 150 5 2,500 gp
Cauldron, suspended Large 19 20 2 50 gp
Great Claw Gargantuan 15 200 8 2,750 gp
Ram Large 15 20 8 100 gp
Ram, covered Large 15 100 4 750 gp
Siege Tower Gargantuan 15 200 Varies 2,000 gp
Siege Tower, massive Gargantuan 15 350 Varies 3,500 gp
Siphon Large 15 30 4 3,500 gp

Blackpowder Siege Guns

The ammunition required to fire a siege gun costs 2 gp per pound of the shot’s weight, which includes the cost of gunpowder. This kind of weaponry is extremely rare in the current age.
Item Size Armor Class Hit Points Crew Cost
Carronade Large 19 75 5 6,500 gp
Cannon Large 19 75 5 3,500 gp
Culverin Small 15 15 1 600 gp
Demi-cannon Large 19 60 5 2,000 gp
Howitzer Large 19 50 5 3,000 gp
Mortar Huge 19 125 5 6,000 gp
Long Nine Large 19 50 5 3,000 gp
Ordinance Rifle Medium 17 25 5 1,250 gp

Siege Engine Descriptions

Ballista

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It requires one action to load the weapon, one action to aim it, and one action to fire it.
Bolt: Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Ballista, Heavy

A larger, slower version of the ballista that fires an even more massive crossbow bolt. Before it can be fired, it must be loaded and aimed. It requires two actions to load the weapon, two actions to aim it, and one action to fire it.
Heavy Bolt: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 22 (4d10) piercing damage.

Catapult

A catapult hurls a heavy projectile in a fast, forward arc. Before the catapult can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.
A catapult typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.
Catapult Stone: Ranged Weapon Attack: +5 to hit, range 175/750 ft., one target. Hit: 27 (5d10) bludgeoning damage.

Catapult, Mangonel

A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.
A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.
Mangonel Stone: Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Catapult, Onager

An onager is a smaller, short-armed catapult that hurls a heavy projectile in a fast, forward arc at the level of infantry. Before the onager can be fired, it must be loaded and aimed. It takes two actions to load the weapon, one action to aim it, and one action to fire it.
An onager is small enough to be carried on the back of a wagon.
An onager typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.
Onager Stone: Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage.

Catapult, Trebuchet

A trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.
A trebuchet typically hurls a heavy stone. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different effects.
Trebuchet Stone: Ranged Weapon Attack: +5 to hit, range 300/1,200 ft. (can’t hit targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage.

Cauldron, Suspended

A cauldron is an iron pot that is suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled—and its contents must usually be reheated—before it can be used again. It takes three actions to fill a cauldron and one action to tip it.
Cauldrons can be filled with other liquids, such as acid or green slime, with different effects.
Boiling Oil: The cauldron pours boiling oil onto a 10-foot square area directly below it. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Great Claw

This weapon operates from a fixed point, it’s long, crane-like arm extending up to a hundred feet to end in several chain flails or a chain with a large claw. The weapon is generally mounted on a curtain wall. It is used to overturn covered rams, misalign approaching siege towers, or rake away the sails and rigging of nearby ships. It can also be swept through the enemy ranks to disrupt approaching formations.
A great claw that inflicts cumulative damage on a siege tower or covered ram equal to half its total hit points pulls the engine apart or tips it over, making it useless. The same damage to a ship destroys enough sail and rigging to halve the vessel’s wind-powered speed, but the great claw’s damage to sails and rigging can be repaired at half the normal cost.
Claw Arm: Melee Weapon Attack: +8 to hit, reach 100 ft., one object. Hit: 16 (3d10) bludgeoning.

Ram

A ram is an iron-shod log with handles, used to batter through doors and barricades. The operators of a ram lack the fortifying gallery of a covered siege ram and are fully exposed when they approach and attack.
Ram: Melee Weapon Attack: +7 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage.

Ram, Covered

A covered ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter through doors and barricades.
It takes fewer creatures to operate a covered ram because the operators have a supporting gallery to suspend the weight from. Because of the gallery roof, ram operators have total cover against attacks from above.
Covered Ram: Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage.

Siege Tower

A siege tower is a mobile wooden structure with a beam frame and slats in its walls. Medium or smaller creatures can sue the siege tower to reach the top of walls up to 40 feet high. A creature in the tower has total cover from attacks outside the tower.
Large wooden wheels or rollers allow the tower to be pushed or pulled by soldiers or beasts of burden. A total combined Strength rating of 100 or more is required to move the tower while empty. Triple that number if the tower is full of soldiers as it advances.

Siege Tower, Massive

A massive siege tower is a larger wooden structure with a beam frame and slats in its walls. Medium or smaller creatures can sue the siege tower to reach the top of walls up to 65 feet high. A creature in the tower has total cover from attacks outside the tower.
The massive siege tower is too large for wheels and can only be propelled on rollers. The monstrosity is pushed or pulled by a great many soldiers or beasts of burden. A total combined Strength rating of 200 or more is required to move the massive tower while empty. Triple that number if the massive tower is full of soldiers as it advances.

Siphon

This device is designed to pump oil in a high-velocity stream at an enemy. The oil is lit as it leaves the siphon, creating a flaming stream that can ignite flammable objects.
Flaming Oil. The siphon projects flaming oil onto a 10-foot square area to a point within 100 feet of it. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Wooden structures and vessels in the area are likely to catch on fire.

Siege Gun Descriptions

Carronade

This massive gun is designed to fire a murderous weight of shot over a short distance. At its longest range, the barrel requires a significant upward tilt and the shot flies in a pronounced arc.
A carronade can use indirect fire at targets within its long range increment, shooting over intervening obstacles like other ships. Indirect fire prevents the use of many types of cover.
32 lb. Cannonball: Ranged Weapon Attack: +5 to hit, range 300/1,200 ft., one target. Hit: 55 (10d10) bludgeoning damage.

Cannon

This heavy weapon is typical of cannon craftsmanship.
24 lb. Cannonball: Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Culverin

This small ship's gun has no mounting frame. It is attached to a swiveling pintle that rests in any number of prepared positions along the gunwales or on platforms among the masts. A single strong crew member can lift the weapon out of its position and carry it to a new one.
A culverin requires only 50 crew actions to load and fire, but its small size and fixed position make it impossible for more than a single crew member to operate thusly.
4 lb. Cannonball: Ranged Weapon Attack: +6 to hit, range 50/200 ft., one target. Hit: 11 (2d10) bludgeoning damage.

Demi-Cannon

The most common field piece, this mid-level weapon fires a reliable load using a relatively low quantity of gunpowder.
12 lb. Cannonball: Ranged Weapon Attack: +6 to hit, range 350/1,400 ft., one target. Hit: 27 (5d10) bludgeoning damage.

Howitzer

Larger than a demi-cannon, this field gun throws a much heavier ball.
18 lb. Cannonball: Ranged Weapon Attack: +6 to hit, range 500/2,000 ft., one target. Hit: 38 (7d10) bludgeoning damage.

Mortar

Unlike other field guns, a mortal is mounted on a heavy frame, much like a ship’s gun. Tiny carriage wheels allow the weapon to be oriented. A mortar is typically transported via wagon.
A mortar can use indirect fire, shooting over obstacles like hills and castle walls. Indirect fire prevents the use of many types of cover.
42 lb. Cannonball: Ranged Weapon Attack: +5 to hit, range 800/3,200 ft., one target. Hit: 66 (12d10) bludgeoning damage.

Long Nine

This gun is longer and fires a lighter load than weapons of similar weight. The additional range makes long nines well-suited for chase work, mounted at the fore or aft of a ship.
9 lb. Cannonball: Ranged Weapon Attack: +7 to hit, range 750/3,00 ft., one target. Hit: 22 (4d10) bludgeoning damage.

Ordinance Rifle

This lightweight weapon can be pulled by a single horse. It is highly accurate, with exceptional range, though less powerful than other field guns.
6 lb. Cannonball: Ranged Weapon Attack: +7 to hit, range 75/300 ft., one target. Hit: 16 (3d10) bludgeoning damage.

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