This heavy cannon was forged by the up and comer Rhiannon after practicing with the anther technology shown to her by her alchemist business partner. The thought of perpetually recharging magic energies sent her into a wave of creation. You must spend a long rest reading the extremely extensive instruction manual with a successful DC 17 INT check you understand how to operate this weapon.
The cannon has 6 charges for the following properties. It regains charges in combat.
Versatility
- You can expend a bonus action to change the kind of shot produced.
- Cone: (1 Charge) 15 ft cone ALL creatures in the area must make a DC 15 Dexterity saving throw, taking 5d6 poison damage on a failed save, or half as much damage on a successful one. The cloud stays for 1d4 rounds and spreads outwards 5 ft per round. ALL creatures that end their turn inside the cloud much succeed a DC 15 CON save or be poisoned for until the end of their next turn.
- Line: (2 charges) 5ft wide 30 ft long blast of force. ALL creatures within range much succeed on a DC 15 DEX save or take 5d6 force damage and be pushed in the direction of the blast. Creatures wearing heavy armor, large or bigger, or a strength score of 17 or higher, can forgo the DEX save to attempt a DC 15 STR save. Success halves the damage and negates the forced movement.
- Grenade (3 charges) You can expend up to 3 charges as an action to launch up to 3 consusive projectiles creating 20-foot-radius explosions within 60 feet of you. Projectiles can be arches over cover (do the math for a parabola to determine distance) ALL creatures in the area must make a DC 15 Dexterity saving throw. A creature takes 5d6 thunder damage on a failed save and is considered deafened, or half as much damage on a successful one. Areas of impact that are solid become difficult terrain. Does max damage to buildings and structures.
Spell Siphon:
- Passive: When you use this weapon as a spell focus, any attack spells will generate 1 store charge as the aether battery siphons some of the excess energy.
- Active: When you cause damage with this weapon, you can expend your reaction to force your target to expend a spell slot of the lowest available level and you regain a spell slot equal to that level. If the target doesn’t halve any available spell slots or does not cast spells, you do not regain any spell slots. Instead they instead take a bonus 1d12 necrotic damage as the siphon attempts to pull their life energy out. Their max hit points is reduced by this amount until a long rest or a spell like greater restoration is used. You cannot target the same creature more than 3 times per day with this ability.
POWER HUNGRY: This weapon needs charges to operate. All unused charges dissipate after 4 hours of unuse. Without charges this frame has no attack power.
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: You must spent a long rest reading the extremely extensive instruction manual with a successful DC 15 INT check you understand how to operate this weapon., Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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