Arcane Readjustment-Manual, also known as ARMament, is a tool that attaches to your arm, becoming inseparable from you as long as you're attuned to it.
As an action, you can use the laser function of the ARMament to fire a laser at a creature within range. The creature takes 3d8 radiant damage and must make a Constitution saving throw or be Burnt until the end of your next turn. While Burnt, a creature has disadvantage on Constitution and Dexterity saving throws and takes 2d4 fire damage at the start of its turn.
As a bonus action, you can use any of the tool features of your ARMament. ARMament units come with glassblower’s tools and smith’s tools loaded as standard units. Additional tools can be added with a DC 15 tool check.
Oftentimes, enemies will see the ARMament as a particularly dangerous tool and target it directly. In this case, the ARMament’s band has an AC of 14 + its wearer’s Dexterity bonus and 20 hit points with an immunity to psychic and poison damage and vulnerability to slashing damage.
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: Warforged, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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