Misfire (1). Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score).
Reload - Energy Cell (100). The Arcane Arm Blaster is powered by an Energy Cell, which allows for a number of uses equal to the weapon's Reload score. Once all uses have been expended, the weapon cannot be used until the Energy Cell is recharged or a new Energy Cell is acquired.
Robotic Connection. The Arcane Arm Blaster is mechanically attached to your body. It cannot be dropped or removed from your possession except by magical means or by succeeding by more than 10 on a contested Athletics check.
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: Bonus: Magic, Replace Damage Type: Force, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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