Arm Cannon (Homebrew Weapon)
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Type: Ranged weapon
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Uses: 3 shots per repair
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Damage: Decide a number suitable for your party, for example 2d8 piercing/fire, or scale with level
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Recharge: After 3 shots, the cannon breaks and must be repaired
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Repair: Only Disel, a wizard dwarf, can repair it
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Repair Time: 1 hour or a short rest, requires tinkering tools
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: Damage: Fire, Disel Must Repair after every usage , Ammunition, Heavy, Loading, Two-Handed, Firearm, Explode
Previous Versions
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12/22/2025 4:06:43 AM
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Coming Soon
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