In the Dwarven mines of the city that would be later called "Waterdeep", An army of encroaching Goblins and Bugbears, sent forward by the Duergar of Undermountain to claim the mines for their own. In the dark of the night, They claimed their weapons, their ore and most of their forges. Although the Dwarves were better armoured and better trained, The goblins claim to the forges granted them ever more tools and equipment forged by Duergar Craftsmen, Turning the Battle into a Battle of Attrition.
With dwindling stores of weapons and ammunition, their craftiest of Artificiers created a weapon that would allow them to fight even without ammunition. Turning anything they had on hand or nearby into ammo for their handheld Cannon dubbed: The All-Cannon.
The All-Cannon is a Heavy two-handed Cannon that possesses the ability to Fire most anything that can fit into the Barrel. The Gun can be loaded Manually by stuffing the cannon by hand with any objects of 1 size below the wielder, or a stash of smaller non-magical items, such as stones or coins. The ammunition changes the Range and Damage type, with Collections of smaller objects being fired in a Shotgun blast within a 15 ft cone, and magical or larger singular objects being fired forward within 60/120 range.
A Small Creature Launched via this method at a wall will take 6d6 of Bludgeoning Damage or if hitting another creature the damage will be split evenly between the two. If the struck creature possesses Resistance or immunity to non-magical Bludgeoning Damage, the Fired Creature takes whatever damage the struck creature avoids taking. These effects may be altered as a result of the creatures form such as if the creatures is gaseous or liquid or if the creature posses natural defences such as poisonous skin or spikes.
The Size of the Creature fired changes the dice used.
- Tiny: d4
- Small: d6
- Medium: d8
The Gun can also be loaded using its Vacuum function. By pulling the Lever at the back, the Vacuum Activates and sucks up whatever object the gun is pointed at, to a range of 10ft. Once the gun is loaded with an object(s), the Vacuum will stop. Pulling the lever again after it is loaded will gently dislodge the ammo without firing it.
You may vacuum up an object or a creature and fire it on the same turn as an Action, however if you choose not to fire it, the ammo will remain stored until either the object is fire/released or if it is a creature, until it breaks free.
Attempting to Use the Vacuum on an unwilling creature of one size smaller than you requires the creature to fail a DC16 Strength saving. If the wielder chooses not to fire the cannon immediatly, the creature may repeat the save on each of its turns. Unless the Barrel of the gun is obstructed, the creature will not sufficate.
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