Solaris Mk-VII Fusion BladeSci-Fi Handheld

Solaris Mk-VII Fusion Blade

very rare blade — charge fire

Damage: 2d10 plasma

Range: medium

Ammo Capacity: 24

Energy Cost: 4

Passive: Melee strikes deal 2d10 plasma damage. The blade remains active as long as the internal energy cell has charges remaining.
Activated: Pulse Fire: Spend 6 charges to fire a plasma pulse bolt (range 60ft), dealing 3d8 plasma damage on hit. Uses a bonus action.
On Critical Hit: Plasma Burst: Critical melee hits cause a plasma detonation, dealing an additional 2d6 plasma damage to all creatures within 5ft of the target.
Activated: Overcharge: Expend all remaining charges. Your next melee attack deals an extra 1d10 plasma damage per 4 charges spent (max 4d10). Weapon must be reloaded after.
On Reload: Inserting a new plasma cell (action) restores all 24 charges. Overheated cells deal 1d4 fire damage if handled without protection.

The Fusion Blade functions as a melee weapon with a plasma-edged longsword and an integrated pulse rifle barrel along the spine. In melee, it deals 2d10 plasma damage. As a bonus action, activate Pulse Fire (6 charges, 60ft range, 3d8 plasma). On a critical hit, trigger Plasma Burst (2d6 plasma, 5ft radius). Activate Overcharge as an action, spending all charges for bonus melee damage. Requires a plasma cell reload (24 charges) as an action when depleted. STR or DEX modifier applies to melee attacks. INT modifier applies to Pulse Fire ranged attacks.

plasmahybridmeleerangedbladeenergy weaponoverchargeburstlongswordsci-ficombo weapon
Text: Claude Sonnet 4.6Image: GPT Image 1Style: Cyberpunk

A plasma-infused longsword connected to a plasma pulse rifle.