Weapon (pistol), common

You got the Arm Cannon! This advanced technology appears somehow old in its design...

This weapon uses Dexterity or Wisdom for its attack and damage modifiers and deals 3d6 force damage. The Arm Cannon has 10 charges. You must spend a charge to fire. After all charges are expended, the weapon must cool and cannot be used until the beginning of the user's next turn. Roll a d10 and gain charges equal to the result. You regain all charges automatically after a Short or Long Rest.

If the wearer has the Eldritch Blast cantrip, they may cast this cantrip as part of an attack action with the cannon. When doing so, the damage dice becomes a d10 and the number of attacks made when firing increases to the amount of beams of the wearer's cantrip. Any damage modifiers that would be dealt from the wearer's Eldritch Blast are added to the damage of the attack.

If the wearer is technologically compatible with the weapon, they may activate its special ability 'Charge Beam'.

Charge Beam. You spend your Action to begin charging the weapon. The next time you fire the Arm Cannon, choose: Line Beam, Power Blast, or Overcharge. After you fire, you cannot use these abilities again until you use 'Charge Beam' once more.

Line Beam. Spend 1 charge. Your Arm Cannon targets all creatures in a 15ft. line. The line increases by 15ft for each additional charge you spend. Creatures must make a Dexterity saving throw DC = 8 + Prof + INT (Or CHA if using Eldritch Blast). On a failed save they are hit by your Arm Cannon attack.

Power Blast. Spend 1 charge. Make a ranged attack against a target creature. On a hit, add 3 additional damage dice, and an additional 3 for each charge you spend after the first.

Overcharge. Spend 10 charges. Your Arm Cannon targets all creatures in a 150ft. line. Creatures must make a Dexterity saving throw DC = 8 + Prof + INT (Or CHA if using Eldritch Blast). On a failed save they are hit by your Arm Cannon attack. Add 30 damage dice to the damage of the attack.

Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Damage: Force, Loading, Range, Ammunition (Firearms), Vex

Foreign_Entity

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