The arm cannon counts as a prosthetic limb (although it is more like a sleeve of sorts) and can fire one of these beams per turn:
Power Beam: 1d6 force damage
Wave Beam: Penetrates barriers, 1d8 force damage
Ice Beam: 1d6 ice damage and the target is petrified
Charge Beam: first turn 0 damage and requires concentration, second turn 4d6 force damage
Missile (10 charges): 2d10 fire damage
Super Missile (5 charges) 4d10 fire damage
Charges for missiles are regained per 2 turns without using missiles. The arm cannon hinders any activity requiring 2 hands.
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: BIRD MAGIC!!!!, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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Posted Sep 29, 2021da da da DA da da da DA da da da DAAA
(Super Metroid upgrade noises)
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Posted Sep 29, 2021also 2-handed is incorrect. It only takes up one hand, er, arm.