A prosthetic leg made of white marble and inlaid with gold that smells faintly of perfume, lighter than what you thought it would weigh. It thrums with peace of mind and resolute of heart, making you long for the company of someone you love dearly .. engraved on the calf are the words ‘Amy’s Cannon’, though you wouldn’t dare call Her Grace that.
‘Amy’s Cannon’ is an upper thigh length right leg prosthetic once belonging to Duchess Annemichelle of House Calpeckos, made of white marble and gold and outfitted with two sets of ranged artillery. It is one of many of Lady Annemichelle’s eccentric artifacts.
The artillery’s ammunition is not physical, instead, it will consume the wielder’s Level of Consciousness (LoC) and manifest ammunition according to restfulness — i.e, using the cannon will slowly make the user more and more lethargic until eventually, the Cannon exhausts the user into unconsciousness after continued use.
The Cannon categorises restfulness according to how long the user has slept:
—The user begins with eighty Consciousness Energy Points (CEP) after a Long Rest (eight hours), and eighty points is the maximum. ‘Trance’, as the Long Rest equivalent, will also start the Elf at eighty Consciousness Energy Points.
—The user will accrue ten Consciousness Energy Points every one hour that is spent sleeping, resting or engaging in light activity with eighty CEP, again, as the maximum. (Please have your own way/ask a DM to keep track of the CEP you have at the end of a rest, and how many Points you have used during battle/battles you may enter throughout the day using ‘Amy’s Cannon’).
—If sleep is interrupted, the user will only gain the full CEP for the hours they have slept uninterrupted. For example, if the user has slept two and a half hours and then is awoken abruptly, the half hour will be factored out and the user only has twenty CEP after their interrupted rest. This will never round up, even if the user has slept approximately fifty nine minutes—the user must sleep one full hour for ten CEP points.
‘Amy’s Cannon’ possesses a few magical traits that those in attunement with the item can employ.
Automatic Rifle
Duchess Annemichelle loved forever the endless beauty of the world. With this weapon, she could become its guarantor, and burn away all who dared to sully it ..
Range: 30ft
By switching a trigger mechanism in the inner thigh, ‘Amy’s Cannon’ switches around its inner workings into a rifle loadout which is fired from the heel of the boot of the prosthetic.
If spending one full action of combat, the rifle causes 6d6 damage when using automatic rifle form, expending 6 CEP. The rifle can also be used as a bonus action, and consuming 3 CEP, can deal an additional 2d6. If used consecutively in two rounds, ‘Amy’s Cannon’ overheats and cannot be used for four rounds.
Long Range Artillery (Cannon Form)
A blossom in eternal bloom … she was resplendent and glorious in the love she had for her family. There is beauty in admiration, and Duchess Annemichelle loved to be beautiful ..
Range: 60ft
By switching a trigger mechanism in the outer thigh, ‘Amy’s Cannon’ switches around its inner workings into a cannon loadout. Unhinged at the knee, the lower portion of the leg opens up with the thigh as the barrel of the cannon.
When ‘Amy’s Cannon’ is in its cannon form, one cannonball takes 10 CEP, and can deal 8d6 damage to an enemy. The cannonball itself, in normal circumstances, is non-explosive.
’Amy’s Cannon’, as featuring a powerful mobile cannon, has an equally as powerful recoil. Each time the cannon function of ‘Amy’s Cannon’ is utilised, the wearer must make a Strength check (DC 18) or be knocked backward.
Changing between the two modes takes a bonus action.
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It is also important to keep in mind that, in order to utilise ‘Amy’s Cannon’ correctly, the user must be in a position that it can be fired, i.e with the leg propped up on a supporting structure like a chair, table, short fence etc, or even lying down or hanging from a device in which the cannon can be aimed downward. If an action is expended in firing artillery from ‘Amy’s Cannon’ and the user’s leg is not in any position to fire without hitting a close by obstructing surface, the user can risk serious damage (at the DM’s discretion).
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‘Amy’s Cannon’ also possesses a plethora of passive enchantments:
Graceful Step: Despite the materials ‘Amy’s Cannon’ is made of, those in attunement with it may move and perform with the mobility they would if their leg did not have the prosthetic.
A Winning Heart: Those in attunement with ‘Amy’s Cannon’ have advantage on Charisma based skill checks against adult individuals with present offspring, individuals with a romantic partner(s), and individuals of early adulthood/adolescence.
Love Lives On: ‘Amy’s Cannon’ is indestructible and cannot be destroyed by normal means. The only possible way to bypass this enchantment and destroy the cannon is by use of the Wish spell.
Accommodating Embrace: ‘Amy’s Cannon’ automatically stretches or shrinks to match the length of the user’s other leg and overall height proportions. The cannon behaves the same regardless of it’s size.
Heartache: If the attuned wearer uses ‘Amy’s Cannon’ to commit familicide (the killing of one’s family members) and/or mariticide (the killing of one’s spouse/spouses), Duchess Annemichelle will resonate with ‘Amy’s Cannon’ herself and remotely strip you of its attunement, rendering it unusable by you indefinitely.
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Note: when attunement with ‘Amy’s Cannon’ is complete, it completely takes the place of the right leg up to the upper thigh, even less so if the user is missing their leg to varying degrees. It cannot be removed in most cases unless the user is no longer attuned with it, in which case the cannon will eject itself from the user, their own leg in place of the prosthetic.
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: person of ‘good’ moral alignment, and the desire to do good., Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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