A reinforced cannon built directly into the forearm, designed to fire compressed shock charges rather than traditional ammunition. When triggered, the weapon vents a burst of concussive force that detonates on impact, sending out a violent shockwave. Its design mirrors the brutal, close‑quarters weaponry of a heavy mobile‑frame, scaled down to fit a humanoid construct.
Shock Burst (Special)
When the concussion cannon hits a target or surface, the charge explodes in a 5‑foot radius. Creatures in the area must make a Dexterity saving throw (DC = 8 + proficiency + Strength or Intelligence modifier) or take 2d6 thunder damage (half on success).
Overpressure Kickback
If you fire the cannon at a target within 5 feet, you may choose to absorb the recoil. You take 1d4 thunder damage, and the target has disadvantage on its saving throw against Shock Burst.
Integrated Frame
Due to being built into a Warforged body:
- It does not require hands to fire.
- It cannot be disarmed.
- The Two‑Handed property is ignored.
- Reloading uses internal actuators rather than manual loading.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Bonus: Magic, Replace Damage Type: Force, Damage: Thunder, Warforged, Damage, Combat, Wristwear, Reload, Misfire, Explosive
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