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#### Cel Cannon
Weapon, martial weapon, ranged weapon, 3,000 gp, 225 lb.
3d8 Piercing
**Ammunition** (**Range** 100/400; Cannonball), **Firearm**, **Huge**, **Loading**, **Two-Handed**, **Overheat** (19)
Mastery: Explode
___
Smoothbore, muzzleloading Cel Cannons are common fixtures on pirate ships and defensive fortifications, capable of splintering wood and reducing stone to gravel with a thunderous boom. Larger siege weapons of this type exist, and require entire teams of operators to position, load, and fire. It uses a large [[Celdonum]] crystal.
___
***Ammunition.*** You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
***Range.*** A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.
***Firearm.*** You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use.
***Huge.*** Huge weapons are excessively large and difficult to wield and carry. You gain disadvantage on attack roles made with a huge weapon unless you have a Strength score of 17 or higher. A huge weapon can be mounted to negate this requirement, allowing for anyone to use it.
***Loading.*** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
***Two-Handed.*** A Two-Handed weapon requires two hands when you attack with it.
***Overheat.*** Whenever you make an attack with this weapon, the [[Celdonum]] crystal gains 1 heat point. If the crystal reaches its maximum heat points, it explodes, dealing 3d10 damage to its wielder. The crystal loses 1 heat point at the start of every turn and whenever you reload.
___
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
***Explode.*** When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.