Weapon type: Ranged Weapon (Firearm)
Range: 100/300ft
Weight: 35
Damage: 1d10 piercing + 1d10 elemental damage (damage type chosen by Ship’s Mage when charging the harpoon, such as, fire, cold, lighting, etc...)
Properties:
- Reload: The Arcane Cannon must be reloaded after firing, Action
- Magic Infusion: As part of the attack action, the Ship’s Mage can expend a spell slot to enhance the cannon’s power. The harpoon gains an additional damage die (1d10 becomes 2d10 for 2nd level) for each level of the spell slot expended.
- Arcane Charge: On a hit, the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become affected by one of the following effects until the end of their next turn when they can make the saving throw again. Effect is determined by spell used:
- Fire: A small fire ignites from the sight of impact; it takes an additional 1d8 fire damage at the start of its next turn.
- Cold: Its deck and hull become icy; it has disadvantage on its next attack roll.
- Lightning: Its rigging is temporarily damaged giving disadvantage on sailing checks until the end of its next turn.
- Acid: The ship's hull starts to corrode taking 1d8 acid damage as the wooden components of the ship start to degrade. On its next turn it must make a Constitution save or begin taking on water.
- Thunder: The target ship is struck by a concussive blast, causing it to shake violently. The ship’s crew must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be deafened until the end of their next turn and have disadvantage on the next attack roll due to disorientation.
Proficiency with a Heavy Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Have Proficiency in siege weapons, or artillery, Ammunition, Heavy, Loading, Range, Two-Handed, Push
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