Inbuilt Weaponry Image
Prerequisite: Requires user to be a Warforged or Autognome
 

You have a weapons system of some kind built into your body. Choose one of the following when you take this feat; you may only use that weapon.

  • Blinding Spray: As an action, you can spray an inflammatory liquid from a nozzle mounted into one of your hands. You must have a free hand to perform this action. Roll 6d12; the total is how many hit points of creatures this weapon can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

    Starting with the creature that has the lowest current hit points, each creature affected by this weapon is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Nonmagical flames in the area of this weapon are extinguished. This weapon increases in effectiveness as your character increases in level; the hit points of creatures you can affect increases to 8d12 at 5th level, 10d12 at 11th level, and 12d12 at 17th level. This ability can be used once - to recharge it, you must complete a long rest.

  • Arm Launcher: As an action, you can load an arrow, bolt, dart or similar ammunition into a launcher mounted to one of your arms. When your arm launcher is loaded, you can use another action to fire the ammunition, adding your proficiency bonus and your dexterity modifier to the attack roll. On a hit, the arm launcher deals (1d8 + your proficiency score) damage of the type appropriate to the ammunition. This weapon becomes more effective as you increase in level, dealing an additional 1d8 damage at 5th, 11th and 17th level. The arm launcher has a normal range of 80ft and a long range of 320ft. Loading the arm launcher requires a free hand but firing it does not. Magical ammunition functions as it would in the appropriate weapon.
  • Explosive Shove: As an action, you can fire an explosive shockwave from your palm towards a creature within 5 feet of you, forcing them to make a Strength saving throw (DC is 8 + your proficiency bonus + your constitution modifier). On a failed save, the creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a success, they take half damage and are not pushed. This ability emits an explosive crack audible out to 300 feet, and may be used a number of times equal to your proficiency bonus before you need to recharge it by taking a long rest. You must have a free hand to perform this action.
  • Elemental Blaster: As an action, you can point your arm-mounted blaster at a creature or other target and fire it a shard of elemental energy. Make a ranged attack against the target, adding your dexterity modifier and your proficiency bonus. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your constitution modifier) or take 2d6 fire, cold, acid, thunder, poison or lightning damage (you choose when you launch the attack). If you choose fire, then flammable objects in the area that aren't being worn or carried are set on fire. If you choose cold, then any nonmagical flames in the area are extinguished. This weapon increases in effectiveness as you increase in level; the attack roll deals an additional 1d6 piercing damage at 5th, 11th, and 17th levels, and the explosion deals an additional 1d6 damage at 5th, 11th, and 17th levels. This ability does not require a free hand to use. This ability may be used once before it needs to be recharged by taking a long rest.
Inbuilt Weaponry Image

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