Description
This heavy, ornate machine gun is intricately designed, with brass and silver filigree, and runs with a faint magical hum. Instead of bullets, it fires vials containing various potions, launching them with incredible force. The vials shimmer with magical energy, showcasing their contents before being launched.
Properties
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Range: 120/480 feet
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Damage: 2d8 bludgeoning damage
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Properties: Ammunition (uses potions as ammo), reload (1), two-handed
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Potion Chamber: The Arcane Artillery has a chamber that can hold up to 6 potions at a time. You can load any standard potion (like healing potions or elemental potions) into the chamber. Each vial fired counts as a spell with a casting time of 1 action.
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Potion Burst: When you hit a target with a potion vial, it shatters on impact, releasing its effects in a 10-foot radius centered on the target. Creatures in that area must make a saving throw appropriate to the potion (typically Constitution or Dexterity). On a failed save, they suffer the effects; on a successful save, they take half damage or avoid the effects as dictated by the potion.
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Alchemical Overload: Once per long rest, you can expend extra power to fire a specially charged vial. Choose a potion of 4th level or lower; the effects are maximized and apply to all creatures in a 20-foot radius centered on the target.
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Rapid Reload: When you use your action to fire the Arcane Artillery, you can also use your bonus action to reload it with a potion from your inventory, allowing for quick succession.
Forged by a renowned alchemist and master gunsmith, the Arcane Artillery was designed to change the nature of battle by mixing the explosive power of firearms with the versatile effects of potions. Many seek to harness its power, but only a skilled wielder can truly master its potential.
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: Bonus: Magic, To attune to the Arcane Artillery, you must have proficiency with firearms and the ability to cast spells., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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