As an action, you can transform your body into a large, ooze-like cannon. In this form, you can load up to three Plasmoid Puppies into your cannon. Once loaded, you can use an action to fire the Plasmoid Puppies in a burst of gelatinous energy.
Plasmoid Cannon Features:
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Cannon Form: When you activate this ability, your form morphs into a large cannon with a gaping opening at the end. While in this form, you cannot take any actions other than loading or firing the cannon, and you are considered prone. Your cannon form has an AC of 15 and 30 hit points. You can revert to your normal form as a bonus action, but this ends the cannon’s effect and any loaded Plasmoid Puppies are expelled harmlessly.
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Loading: You can load up to three Plasmoid Puppies into your cannon. Each Plasmoid Puppy takes up one loading slot. Loading a Plasmoid Puppy is a bonus action.
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Firing Burst: When you use your action to fire the cannon, choose one of the following effects based on the number of Plasmoid Puppies loaded:
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One Puppy: You fire a single Plasmoid Puppy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) acid damage, and on a successful save, it takes half as much damage. The area remains coated with acidic goo for 1 minute, dealing 7 (2d6) acid damage to any creature that ends its turn in the area.
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Two Puppies: You fire a blast of gelatinous energy in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) acid damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and is not blinded.
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Three Puppies: You unleash a massive burst of ooze in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) acid damage, is knocked prone, and is covered in corrosive ooze that continues to deal 7 (2d6) acid damage at the start of each of its turns for 1 minute. On a successful save, it takes half as much damage and is not knocked prone or covered in ooze.
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Unique Features:
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Corrosive Residue: If a Plasmoid Puppy is fired and not used in the attack, it is expelled harmlessly and reverts to its original form, taking 5 (1d10) acid damage from the cannon’s residual energy.
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Reflective Defense: While in cannon form, any creature that hits you with a melee attack must make a DC 14 Constitution saving throw. On a failed save, the creature takes 7 (2d6) acid damage as they come into contact with the corrosive residue of your cannon.
Usage:
- You can use this ability once per long rest. After firing, you must spend 1 minute to reload or repair the cannon if it has been damaged.
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