This mounted arm cannon can be attuned by a warforged that holds it to an arm of its choice for the duration of one long rest. As a bonus action it can be retracted or protruded and cannot exist on the same arm as another arm weapon at the same time. It ignores the reloading property and does not require ammunition.
This weapon can make a ranged attack on any creature within 120 feet and does not impose disadvantage when at close range. It deals 5d12 force damage on a hit and the creature must succeed on a DC15 constitution saving throw or be repelled back 10 feet and knocked prone.
MISFIRE: ANY attack made with this weapon must roll a d100 on the following misfire table.
(1: the weapon explodes and deals 12d12 force damage to the user and can never be recovered
2-15: the weapon jams and requires a bonus action to clear the jam, you cannot take any more actions this turn
16-33: the weapon fires, but overheats and requires a round of combat to cool down in order to attack again
34-99: The weapon fires normally
100: the weapon deals five times the damage rolled by the damage die)
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Damage: Force, Prone, Warforged, Range, Two-Handed, Ammunition (Firearms), Reload, Push
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