Weapon Type: Magical Ranged Weapon
Range: 60/120 ft.
Damage: 2d8+4 Force Damage
Special: The cannon can fire two types of shots: Focused Beam or Shockwave Discharge (chosen each turn as an action).
Focused Beam
- Effect: Fires a concentrated blast of energy at a single target. The attack deals an additional 1d6 lightning damage on a hit.
- Recharge: None, but cannot be combined with Shockwave Discharge in the same turn.
Shockwave Discharge
- Effect: Fires a dispersing blast in a 20-foot cone. All creatures in the area must make a Dexterity saving throw (DC 14) or take 1d8 Force damage and be pushed back 10 feet. On a successful save, creatures take half damage and are not pushed.
- Recharge: Requires one turn of charging after each use (cannot use Shockwave Discharge consecutively).
Additional Features
- Enhanced Sight: Subject 88's eyes grant him advantage on Perception checks relying on sight in low-light conditions.
- Built-in Scanner: Subject 88 can scan a target (within 60 ft.) as a bonus action once per short rest, gaining insight into the creature’s resistances and vulnerabilities (if any).
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Range, Two-Handed, Ammunition (Firearms), Reload, Sap