Weapon (cannon), artifact (requires attunement by a Strength level 17)

This item replaces a lost arm. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.

When you take the attack action, you can replace one of your attacks with a ranged weapon attack made with the arm cannon. This attack uses your Strength modifier, has a range of 60/300, and deals 3d10 bludgeoning damage. You may add your proficiency bonus to the attack roll if you are proficient in firearms. Once the arm cannon has been fired, you must use an action to reload it with a 3-lb cannonball and ½ pound of gunpowder in order to be able to fire it again.

Some variations of this item come with a functional hand that covers the barrel of the cannon when it is not in use, flipping out of the way when you fire it.

Smoothbore, muzzleloading Cannons are common fixtures on pirate ships and defensive fortifications, capable of splintering wood and reducing stone to gravel with a thunderous boom. Larger siege weapons of this type exist, and require entire teams of operators to position, load, and fire.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Explode. When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.

Notes: Strength level 17, Ammunition, Heavy, Loading, Two-Handed, Firearm, Explode

The_Almighty_1

Comments

Posts Quoted:
Reply
Clear All Quotes