This Plasma cannon requires plasma canisters to fire. The shot is a beam 200ft long and 5ft wide. Any creature in the beam must make a dexterity 15 saving throw or take 10d20 plasmatic damage. The user of this item must make a strength check (20) or be pushed back 10 feet in the opposite direction of the beam, on a 10 of lower you take 2d10 bludgeoning damage, get knocked prone, and get pushed back an additional 10 feet.
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: Bonus: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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