A powerful creation inspired by the pursuit of forging new power. Combining your overwhelming strength with the surge of powerful lightning energy that resides inside the Arc Laser has resulted in a new phenomenon referred to as Red Lightning. Red lightning ignores resistances and immunities to lightning damage. You have a +3 bonus to attack and damage rolls made with this magic weapon. This weapon bypasses resistances to lightning damage. If a target is immune to lightning, they instead still take full damage.
Shocking Grasp: You can cast the shocking grasp cantrip as a bonus action dealing Red lightning damage.
This powerful cannon uses your strength to fire powerful red lightning. Red lightning created through combination of your physical strength and the rifles electrical energy. The Arc Laser was created to pair with one of the fighter class, allowing extra options by expending multiple attacks. All attacks have the same range as the base Arc Laser.
One attack: Arc Shot: You fire a powerful burst of red electrical energy. On a hit the target takes 3d8 r/lightning damage.
Two attacks: Arc Mortar: You fire a concentrated ball of surging red electrical energy that lands and explodes in a 20ft radius. All targets must make a dexterity saving throw (DC 19) at disadvantage. On a failure they take 8d6 r/lightning damage and lose their reaction for the turn. On a successful save they take half as much damage and suffer no ill effects.
Three attacks: Arc Missiles: You fire 15 miniature electrical surges that spearhead through cover and hit dead on every time. Each Missile does 1d6 plus 1 damage. Being hit with a missile pushes a target 10ft.
Expending an attack that expends more than three attacks, immediately expends your action surge.
Four attacks: Arc Cluster: You fire a plasma filled sphere that detonates mid-air and hits 4 different locations within range. Each hit has a radius of 10ft. Anyone caught within one of these radia takes 5d10 r/lightning damage. If a target is caught in overlapping radia they take damage from any and all they are in. This attack is unpredictable making it impossible to dodge.
Five attacks: Arc Storm: You unleash Red electrical discharge in a 90ft cone. Any target caught in its path must make a dexterity saving throw (DC 22). On a failure they take 14d6 r/lightning damage and are polarized (Essentially under the effects of the levitate spell). On a success they take half as much damage and are not polarized.
Six attacks: Red Arc Railgun: You fire a massively powerful beam of red lightning and dark plasma. The Beam is 10ft wide and fires for a distance of 600ft. Any and all targets in its path feel a pain worse than death. A target must make a dexterity saving throw and an intelligence saving throw (DC 23). On a failure of the dexterity saving throw a target takes 11d10 r/lightning damage. On a success they take half. On a failure of the intelligence saving throw a targets mind becomes muddled from the pain of the laser (a target is effectively under the effects of a confusion spell. A target can attempt the save again at the end of each of their turns). On a success they suffer no ill effects. If a target fails both saving throws from this attack, they are knocked unconscious (any damage will wake them, or a creature can jostle them awake). If any targets fail both saves by 5 or more, they are reduced to ash.
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: Bonus: Magic, Replace Damage Type: Lightning, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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