Artillery Powers (5)

Explore a collection of Artillery Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Focus Shot

Bonus Actions

Focus Shot (Recharge 4-6). If the scout has not moved this turn, it gains advantage on the next attack roll it makes this turn. Its speed becomes 0 until the start of its next turn. If the attack hits, the scout can choose one of the following options:

  • Aim for the Eyes: the target must make a DC 12 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
  • Bring it Down: the target must make a DC 12 Strength saving throw or be knocked Prone
  • Vein Slice: the target must make a DC 12 Constitution saving throw or gain Bleeding [3 (1d6) piercing]. A bleeding creature suffers 3 (1d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.


Indirect Fire

Traits

Indirect Fire. The scout can perform its ranged attacks indirectly, such as by arcing or curving shots. It ignores half and three-quarters cover. These attacks are often unexpected. If it makes a ranged attack against a creature with half or three-quarters cover that is not yet aware of this ability, the attack is made at advantage. Any creature that can see the attack occuring is then aware of this ability.


Overwatch

Reactions

Overwatch (1/day). When a hostile creature within 150 feet of the scout moves and the scout can see that movement, it can make a ranged attack against the target.


Quick Draw

Reactions

Quick Draw (1/day). On initiative count 20, the scout may make one ranged attack.


Suppressing Fire

Traits

Suppressing Fire. On a hit, the target's speed is reduced by half until the end of its next turn.