For one reason or another, you have a prosthetic arm.
- Advantage on Strength Ability Checks
- Disadvantage on Dexterity Ability Checks
Your prosthetic arm has been expertly modified to house a concealed firearm, allowing you to turn part of your body into a deadly weapon.
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Your prosthetic arm counts as a simple ranged weapon with which you are proficient.
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The arm cannon deals 1d10 piercing damage, has a normal range of 30 feet and a long range of 90 feet, and uses ammunition (bullets).
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You can use the arm cannon even if your other hand is occupied.
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The arm cannon cannot be disarmed.
Malfunction:
When you make an attack roll with the arm cannon and roll a natural 1, the weapon malfunctions. A bullet becomes lodged in the arm’s internal mechanisms, causing the prosthetic arm to become nonfunctional until it is repaired.
Repairing the arm requires:
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1 hour of work and tinker’s tools, or
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A successful DC 12 Intelligence (Tinker’s Tools) check, or
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Magical healing at the DM’s discretion (such as mending or lesser restoration).
While the arm is nonfunctional, you cannot use it to attack, hold items, or perform somatic components.
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