Using Tinker's tools, you can take the Magic action to enable your eldritch arm cannon. When you do so, the cannon replaces one arm of your choice, and you determine its appearance. The cannon is a small magical object and its game statistics appear below. It reconfigures back into your arm after 1 hour or if you dismiss the cannon early as a Magic action. If it is reduced to 0 hit points, it becomes nonfunctional and retracts into the arm in a damaged, inert state. While damaged, the cannon cannot be activated. You can restore the cannon by spending a Magic action and expending a spell slot to enable it again, at which point it regains all its hit points.
Once you enable your eldritch arm cannon, you can't enable it again until you finish a long rest or expend a spell slot to do so. You can have only one eldritch arm cannon enabled at a time.
The number of known Eldritch Arm Cannon effects equals your Intelligence modifier.
Eldritch Arm Cannon
Small Object
Armor Class: 18 Hit Points: 5 x half your total character level (rounded up). Casting Mending on the cannon restores 2d6 Hit Points to it.
Immunities: Poison, Psychic
Weapon Attacks: The eldritch arm cannon can be attacked as a normal object. Weapon attacks against it use attack rolls against its Armor Class and deal damage normally.
Saving Throws: The eldritch arm cannon is affected only by spells and effects that can target or damage objects. As an object, the cannon lacks ability scores. Without these, an object can’t make ability checks, and it fails all saving throws. (PHB)
Activate Arm Cannon. As a Bonus Action, you activate the cannon to use any of your chosen known options from the list below:
Flamethrower. The cannon blasts fire in a . Each creature in that area makes a Dexterity saving throw against your spell save DC, taking [roll]2d8[/roll] Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning.
Force Ballista. Make a ranged spell attack originating from the cannon at one creature or object within 120 feet of it. On a hit, the target takes [roll]2d8[/roll] Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of the cannon a number of Temporary Hit Points equal to [roll]1d8[/roll] plus your Intelligence modifier (minimum of +1).
Frost Ballista. The cannon emits chilling frost in a . Each creature in that area makes a Constitution saving throw against your spell save DC, taking [roll]2d8[/roll] Cold damage and their speed halved until the end of their next turn on a failed save or half as much damage on a successful one and are not slowed.
Arc Disrupter. The cannon fires a crackling bolt of lightning at one creature within 60 feet. The target must make a Dexterity saving throw against your spell save DC, taking [roll]2d8[/roll] lightning damage on a failed save or half on a success. Metal armor wearers have disadvantage on the save. If they fail the next attack roll against the target before the end of your next turn has advantage.
Corrosive Jet. The cannon sprays a line of acid a . Each creature in the line must make a Dexterity saving throw against your spell save DC, taking [roll]2d8[/roll] acid damage and suffering a –1 penalty to AC until the end of their next turn (stacking with itself) on a failure, or half damage and no penalty on a success.
Toxic Miasma Jet. The cannon emits a cloud of poison gas in a centered on a point within 30 feet. Creatures that start their turn in the cloud must make a Constitution saving throw against your spell save DC or take [roll]2d8[/roll] poison damage and be poisoned until the end of their next turn.
Sonic Resonator. The cannon emits a burst of concussive sound in a . centered on a point within 30 feet. Creatures in the area must make a Constitution saving throw against your spell save DC or take [roll]2d8[/roll] thunder damage and be deafened until the end of their next turn. Objects not worn or carried take double damage.
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