Once a dangerous weapon, after some tinkering, the Artificer managed to limit its power. It is a piece of equipment suited for golemns that accompany adverturers, being strong enough to take entire low level groups with a single blast.
A fitting weapon for the Right hand of the Weird One.
Arcane charge: The Bazooka has 10 Arcane charges that can be reloaded by using a caster's arcana prowess. At the start of its turn, an ally can use a level 3 or lower spellslot to reload the energy, recovering charges equal to the spellslot level + proficiency bonus.
Heat charge: Each time the Bazooka is used, the excess of energy powers up another action, allowing the user to deal 1d12 additional electric damage per charge spent. The Bazooka has a limit of 6 charges, and, if in its limit, the creature holding it must make a constitution saving throw and take 2d12 fire damage, or half in case of success. If you empower one of its actions, it does not generate Heat.
Spellboost efficiency: In case this weapon is used by a nonspellcaster, it uses its strenght or intelligence.
Lightning shot (costs 1 arcane charge): As an action, make a ranged spell attack (30fts) to deal 2d12+spell ability modifier electric damage (in case it is used by a nonspellcaster, it always uses strenght or inteligence). It generates 1 Heat charge.
Scattershot (costs 3 arcane charges): As an action, you may use an empowered version of the Lightning shot, dealing an addiitional 1d12 electric damage to every creature in a 15ft radius of the original target. It generates 1 Heat charge.
Piercing shot (costs 3 arcane charges): As an action, you may use a piercing version of the Lightning shot. Instead of a projectile, it creates a 30ft electric line that deals 2d12+spell ability modifier electric damage. It generates 1 Heat charge and can only be used if you already have 1 Heat charge.
Thunderous shot (costs 2 arcane charges): As an action, you may use an empowered version of the Lightning shot. When it hits, each creature concentrating in a spell in a 15ft area (including the target) must make a concentration saving throw and be dealt a 1d12 thunder damage, or haf in case of a success. It generates 2 heat charges.
Heavens break (costs 6 arcane charges and all of its heat charges): As an action, you may use the entire accumulated Heat to create a powerful blast. It creates a 15ft circle that deals 4d12 electric damage + 2d12 fire damage + a number of d6 force damage equal to all your Heat charges + your spellcasting ability modifier in a point it can see within 60ft range.
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: Bonus: Ranged Spell Attacks, Ammunition, Heavy, Loading, Two-Handed, Firearm, Explode
Comments