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![5e Magical Weapon](https://static.wixstatic.com/media/67ad60_c2ac26d686464bd0a13799972a2baf90~mv2.png/v1/fill/w_980,h_980,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/67ad60_c2ac26d686464bd0a13799972a2baf90~mv2.png)
Grafts are magical items implanted into the bodies of their wielders. A grafted item must be implanted into a character with the help of a Non-Player Character who specializes in grafting or a Player Character proficient in the Medicine skill. The Grafter must succeed on a DC10 Wisdom (Medicine) check or else trigger this item’s “Improperly Implanted” feature.
Blunderbust
Grafted Item, Uncommon, Requires Attunement
Once per day, you can use an action to fire a spray of burning metal from the cannon grafted into your chest. Each creature in a 15-foot cone must make a Dexterity saving throw equal to 8 + your Constitution modifier + your proficiency bonus. The target takes 3d6 fire damage on a failed save or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Improperly Implanted. If the Blunderbust is improperly implanted, you must succeed on a DC15 Constitution saving throw when it is fired or take 3d6 fire damage.
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