An Arcane Turret is a heavy piece of machinery that requires a DC 15 Strength (Athletics) check to pick up or requires another way of being moved to a new location. The Arcane Turret optionally can come with wheels that requires two creatures to be willing to lift up the Arcane Turret, both making a DC 15 Strength (Athletics) check while one creature has to pass a dc 21 Tinkering tools D20 Test to be able to install the wheels, allowing the Arcane Turret to be moved along a horizontal direction by having one creature move the Turret. When moving the Arcane Turret, it is treated as difficult terrain for every 5 ft of movement the creature and turret move. The creature moving the turret that cannot avoided the difficult terrain caused by moving the Arcane turret with an immunity to difficult terrain.
The Arcane Turret has 100 Hit Points and can be loaded with Arcane Turret Ammo bought from the Mundane Shop with a cost depending on the variant of bullet bought. The Arcane Turret automatically fails all strength and dexterity saving throws, and automatically passes all constitution, wisdom, intelligence, and charisma saving throws. The Arcane Turret has an armor class of 10 if it is attacked by a melee or ranged attack. If the turret is reduced to 0 hit points, the Arcane Turret can be repaired after spending 1000 gold and waiting 1d4 days or 5000 gold to avoid the 1d4 day wait time. The Arcane Turret's ammunition can come in the following variants:
Bullets (100 gold each): The Arcane Turret fires at a target within 60 ft of it with a +10 to hit. The Arcane Turret can have advantage on attacks with bullets if a creature spends its bonus action to help the Arcane Turret aim. Upon a successful attack, the Arcane Turret Deals 1d6 piercing plus 1d6 force damage to the target.
Poisoned Bullets (200 gold each): The Arcane Turret fires at a target within 60 ft of it with a +10 to hit. The Arcane Turret can have advantage on attacks with bullets if a creature spends its bonus action to help the Arcane Turret aim. Upon a successful attack, the Arcane Turret Deals 1d8 piercing plus 1d8 force damage to the target. The target then must make a Dc 15 constitution saving. On a failed saving throw the creature becomes poisoned for 1d4 turns and takes 1d8 poison damage on the start of each of its turns.
Beanbag Rounds (200 gold each): The Arcane Turret fires at a target within 60 ft of it with a +10 to hit. The Arcane Turret can have advantage on attacks with bullets if a creature spends its bonus action to help the Arcane Turret aim. Upon a successful attack, the Arcane Turret Deals 1d8 bludgeoning plus 1d8 force damage to the target. The creature must also make a Dc 15 strength saving throw. On a failed saving throw the creature is knocked prone.
Rockets (500 gold each): The Arcane Turret does not have to roll to hit a creature, instead firing a rocket at a target within 60 ft of the Arcane Turret. All creatures in a 10 ft radius from the selected location, must make a Dc 15 Dexterity saving throw. On a failed saving, the creature takes 2d6 fire damage plus 2d6 bludgeoning damage with only taking half damage on a Successful saving throw.
Elemental Bullets (750 gold Each): The Arcane Turret fires at the closest target within 60 ft of it with a +10 to hit. The Arcane Turret can have advantage on attacks with bullets if a creature spends its bonus action to help the Arcane Turret aim. Upon a successful attack, the Arcane Turret Deals 1d10 piercing plus 1d10 force damage plus 1d10 elemental damage (Fire, Cold, Acid, or Lightning) to the target. The Elemental Bullet Elemental damage is decided when the Ammunition is bought by picking the Elemental Damage Type.
Arcane Bullets (1000 gold each): The Arcane Turret fires at a target within 60 ft of it with a +10 to hit. The Arcane Turret can have advantage on attacks with bullets if a creature spends its bonus action to help the Arcane Turret aim. Upon a successful attack, the Arcane Turret Deals 1d12 piercing plus 1d12 force damage plus 1d12 radiant to the target. The target then makes a Dc 15 constitution saving throw, and on a failed saving throw the target begins to glow brightly in a 10 ft radius and all attacks against the creature until the end of the Turret's next turn have advantage to attack the target.
The Arcane Turret attacks on its own initiative that happens immediately after the owner of the Arcane Turret's turn if the owner of the arcane turret used a utilize action to say a custom phrase such as "Turret Fire!" or "Turret Sempai Fire at that one!" to have the Arcane Turret target a creature the owner can see within 60 ft of the Arcane Turret, with it only being able to be interrupted by a legendary action. A creature that hears the Arcane Turret on their turn can use a utilize action to have the Arcane Turret to attack a creature after their turn, requiring a Dc 15 Charisma (Deception) check or Dc 15 Intelligence (Arcana) check to mimic the phase said by the Turret's owner to get the turret to attack on an initiative right after their turn.
Notes: the Arcane Turret's owner
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