An unwieldy projectile weapon, dubbed "Ballistazooka" by sea dogs and marines alike. The Neoterics of Praha invented this arcuballista for disputed trials. Those who plead innocence to the Arch Engineer would stand before its narrow sites, praying for the bolt to veer away in an act of divine justice. Recreated for the use of anti-vehicle and anti-structure destruction, the heavy bolts have been specially modified with an explosive tip, giving maximum damage to the structural integrity of anything they hit.
Siege Weapon: Double Damage against structures and vehicles.
Cumbersome: This weapon is extremely heavy, as is it's ammo. Wielding this weapon sacrifices all other movement and bonus actions on the turn in which an action is used to fire the weapon. An additional full turn, movement, action and bonus action is required to reload the weapon. A DC 15 Strength Check is required to complete the reload in one turn, on a failure, an additional turn is required to complete the reload.
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: Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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