Drum Grenade Launcher Perk Table

Damage: 1d10 explosive kinetic
Scope: 25/60/120 (medium)
Weight, Memory: 18 lb., 4/1
Properties: Finesse, Mortar, Shot Capacity (5), Special, Two-Handed

Slot 1

Cluster Detonation

Situational: After resolving a Payload shot from this weapon, all creatures within 5 feet of a damaged target take further damage (same type as the shot) equal to your proficiency bonus.

On Point

Situational: If you hit with a shot from this weapon, and your attack roll exceeds the target’s AC by at least 4, the shot’s damage increases by 1d10.

Off-Beat

Situational: When you take a shot with this weapon for the first time on a turn other than your own, it gains an additional damage die, and a +1 to hit or +1 to its Payload save DC, for that shot.

Slot 2

Elemental

Perpetual: This weapon’s damage type changes to one of the following: arc, solar, stasis, strand, or void. You cannot alter this choice once made, and this perk can’t be removed from the weapon.

Exhumed

Perpetual: When your Ghost resurrects you, you may choose to be wielding this weapon instead of what you were wielding when you died.

Situational: You may use a free action to take a shot with this weapon once on the turn that you are revived from death. You have advantage on your attack roll for that shot.

Rangefinder

Perpetual: The weapon’s range band increases, and all ranges of this weapon increase by half their current amount.

Siege Weapon

Perpetual: This weapon deals twice as much damage to objects, structures, and vehicles. This includes Power-crafted items with hit points. Also, you can add your proficiency bonus to this weapon’s damage against constructs (the monster type).

Slot 3

Army of One

Situational: If you kill a hostile creature with a shot from this weapon, you may make one tactical and one grenade Power recharge roll.

Javelin

Perpetual: All ranges of this weapon increase by half its effective range, and the damage die size of this weapon increases by one.

Onslaught

Situational: Each shot you take with this weapon on a turn (not including the first shot), you gain one stack of Onslaught, to a maximum of 3 stacks. On your turn, you may spend 3 stacks of Onslaught to take a shot with this weapon as a bonus action. In addition to normal perk rules, you lose all stacks of Onslaught if you become Incapacitated or complete at least a brief rest.