This prosthetic weapon was developed by artificers of House Cannith specifically for Warforged soldiers. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing.
While attached, the prosthetic provides these benefits:
- The prosthetic is a fully capable part of your body.
- You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your will.
- The prosthetic is an Antimatter Rifle that requires one hand instead of two. It deals 3d8 Necrotic damage on a hit and has the ranged property, with a normal range of 100 feet and a long range of 300 feet.
- The arm does not require reloading, however it requires a cool-down. When fired, you may fire it again until the fifteenth shot, in which you will have to let it cool down as an action or if five shots or less are taken, a cool-down will only take a bonus action.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Cool-down takes an action after fifteenth shot, takes a bonus action after fifth shot., Warforged, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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