The Arcane Hand Cannon is a marvel of artificer craftsmanship, a heavily modified firearm that seamlessly blends intricate magical runes with an array of artificer modifications. The barrel of the cannon is adorned with these runes, glowing softly with arcane energy, while peculiar pipes and gears extend from the sides of the weapon, giving it an otherworldly and steampunk-inspired appearance.
It takes one action to aim the cannon and fire the Arcane Hand Cannon. After the cannon has fired twice, it must recharge for 5 minutes before it can be fired again.
Battery Packs can be used to forgo the recharge, however, continuous use could have "unforeseen results" to occur.
The creature firing the cannon chooses the effect from the following options:
Cannon Ball: The cannon can be loaded and fired like a normal hand cannon could be. The Arcane Hand Cannon does not need to be loaded with gunpowder, however still requires ammunition "cannonballs." Shots fired from the Arcane Hand Cannon deal [roll]4d10[/roll] bludgeoning damage and deal double damage to structures. If a creature wielding the Hand Cannon has a strength below 18, they must succeed a DC Strength check of 16 or be knocked back 10 ft and Knocked Prone. Additionally, a creature may spend 1 Action to clean out the cannon to allow another cannonball shot to be fired.
Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6dl0) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.