The Arson Banana is a potent weapon. It is simply a banana that commits arson. It fires a jet of fire that can travel 60 feet. It does 8d6 Fire damage to creatures, and instantly lights any object on fire. It can even light things that are not flammable on fire. You can light goblins, dirt, your annoying neighbor, an orphanage, anything you want can be set ablaze! You can light water on fire, you can light the air on fire, heck, you can even light fire on fire if you so desire! A target that is not flammable but is still lit on fire will not burn up, only release the fire, and the fire will not be sustained for very long unless sustained by something else like wood or oxygen. The fire released from the Arson Banana is not magical, but that doesn't mean you can't light ghosts and stuff on fire!
As it is a banana, you can also eat the Arson Banana if you so desire. If you do this, unless you are immune to Fire damage you must make a DC 17 Constitution saving throw or take 8d12 Fire damage. You have advantage on the saving throw if you resist Fire damage and disadvantage if you are vulnerable to it. If you succeed on the saving throw, you will not take any Fire damage from eating the banana. Eating the Arson Banana, regardless of whether or not you take Fire damage from it, will grant you insane amounts of potassium and will cause you to enter a Fire State (Which is not related to the potassium benefits). While in the Fire State, you cannot be put to sleep unwillingly, are healed instead of taking damage from Fire attacks (This doesn't apply to eating the Arson Banana, but it does apply if you eat more Arson Bananas while in the Fire State, which won't do anything except heal you and grant you even more potassium as you are already in the Fire State), and you also gain the power to fire the Arson Banana's fire beams out of the palms of your hands. This means two at once, or more if you have more than two hands. You also have +10 feet of all speeds you have, are immune to exhaustion, and all of your attacks do an extra 3d6 Fire damage. The Fire State lasts for 24 hours, but of course entering it requires you to eat the banan, which is risky and also means you no longer have banan.
If you can acquire the two very rare materials known as penut butter and jerly (Not to be confused with peanut butter and jelly), you can make a sandwich with them. If you use the Arson Banana's flames on this sandwich, you will summon the Dancing Banana, avatar and true form of Peanut Butter Jelly Time, who is at your command and can wreak havoc on your enemies. The Dancing Banana has 50 feet of movement speed, 24 in every ability score, immunity to Fire damage, 100 hit points, 20 AC, and can punch targets twice as a multiattack, each punch having +7 to hit and doing 6d6 Bludgeoning damage. This consumes the penut butter and jerly sandwich. Alternatively, you can eat the penut butter and jerly sandwich while in the Fire State to power up further to the Sun Avatar state, where you gain 45 feet of flying speed, and have +30 feet of all speeds instead of +10 (Including that flying speed). You are also now immune and heal from Radiant damage, do an extra 3d6 Fire damage and 3d6 Radiant damage with every attack, and instead of firing fire beams out of your palms you can fire one 100 foot long cone of blazing sun energy out of your eyes, doing 6d6 Fire damage and 6d6 Radiant damage to all targets in the blast.
The Arson Banana is a powerful weapon first crafted by an ancient tribe of Fire Monkeys. They needed a new weapon to fight against their number one enemy, Water Bloons (It's spelled that way on purpose, if you know you know) so they created the Arson Banana as a tool for war. Sadly, it proved ineffective as the bloons were still filled with water, so the Fire Monkeys ended up being mostly wiped out except for a few small tribes that fled their lands and still remain in hiding to this day.
This entire thing is based on an inside joke, with a couple of references and other inside jokes mixed in, so if you don't understand, that's why.
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: Damage: Fire, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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