You have a +2 bonus to attack and damage rolls made with this magic weapon. In addition roll a DC 20 check of your spell casting stat, on a success you can use one of the charges on the arm to cast (or upcast) or upcast a known spell (if you use one, it’ll be two levels lower than your highest spell level, if you use two, it’ll be one level lower, and if you expend all of the charges it will match the level of your highest level spellslots) . If you roll 14 under the DC roll for wild magic surge. You may not hold a weapon using this arm if you are currently wielding the Artificers Arm.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, The level of these spell charges, will always be two levels lower than your highest level spell. If you are playing a sorcerer you may not use sorcery points to add charges., Wizard, Druid or Sorcerer, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Push
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2023 5:19:48 AM
|
9
|
1
|
--
|
Coming Soon
|
Comments