You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This cannon is a firearm. This requires two hands. This weapon deals 3d12 per shot. This takes an action or reaction to cool down afterward. You cannot buy this firearm or be giving it outside use of a wish or without a commission from the Zhentarim, or use it as starting equipment even if you are proficient in firearms. It uses any firearm/projectile ammo to offer as tribute to the array inside; the side port slides open, the skulls accepting what they can to fuel their energies and that of the containment fields holding them in.
(It’s up to you to the DM whether a character has proficiency with this 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.)
Life's Bane (Requires Attunement). You must be at least a partial fiend to attune to this weapon. The attunement ends if you die or lets go of the weapons grips. When you roll a 19 or 20 on an attack roll made with this weapon against a living or undead target(s) must succeed on a DC 20 Constitution saving throw or die.
The cannon also has 9 charges. While attuned to it, you can expend 1 charge and make blast in a 30-foot cone, this ranged wide spread weapon attack with the cannons split-open fire dampening fins, firing a wide arc with a force property with a normal range of 30 feet. If the attack hits anything, the cannon unleashes a thunderclap audible out to 300 feet. The target(s) and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The cannon regains 1d4 + 1 expended charges daily at dusk.
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Weapon Property: Two-Handed, Bonus: Magic, Bonus: Ability Score Maximum, Damage: Force, Disadvantage: Acrobatics, Speed Reduction: Impose, Stealth Disadvantage: Impose, Eldritch Blast: Bonus Damage, Weapon Property: Heavy, Weapon Property: Range, Melee Weapon Attack: Bludgeoning, Replace Damage Type: Force, Its bio-mechanical construction interfaces with a three flaming skull array within the cannon, requires a slight recalibration during dusk., Grips and latches onto the user; siphoning and tapping into the user's bloodstream. This particular iteration of the weapon cannot be used by anyone non-fiend., Damage, Buff, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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