These weapons are +3 to all attack and damage rolls. Each weapon has 6 slots for gunpowder charges, for a total of 12 charges between the 2. As an action or bonus action, you can reload up to 4 gunpowder charges at a time. The damage is magical. Melee Attacks: Both items have the heavy property. The sword has the reach property. Damage for each is 2d8 + Str modifier (slashing for sword, bludgeoning for fist). When you hit a creature with a melee weapon attack on your turn, you can put extra weight behind the blow. You expend one gunpowder charge, giving your attack an additional 1d8 of the corresponding damage Ranged Attacks: Ranged attacks use your Str modifier for rolls and damage. Expending one gunpowder charge: Range: 80/320 Damage: 1d10 + Str Specialty components: Over the course of a long rest, you can grind up some magical materials and mix it with half of your active gunpowder. It does not affect the melee attacks, but it adds elemental damage to the ranged attacks. Select any elemental weapon damage, a ranged attack deals an additional 1d6 of the chosen elements type. The mixed chargers do not need to be the same elemental damage.
Gunpowder Charges: Once per turn, you can use your bonus action to perform one of the effects below. Your DC saves for these uses is 8 + prof bonus + Str modifier Flashbang: When you hit a creature with a melee weapon attack on your turn you can burn one gunpowder charge to cast the blindness part of the blindness/deafness spell Blow Back: When you hit a creature with a melee weapon attack you can burn one gunpowder charge to attempt to launch your enemy backwards. The target takes a additional 1d8 thunder damage and must succeed on on a Strength saving throw or be knocked back 10 feet. Slash Bang: When you hit a creature with a melee weapon attack on your turn you can burn one gunpowder charge to attempt to force the enemy to the ground. The target takes a additional 1d8 thunder damage and must succeed on a Strength saving throw or be knocked prone. Maimed Reflexes: When you hit a creature with a melee weapon attack on your turn you can expend one Munitions charge to temporarily dull the target's reflexes. The target takes a additional 1d8 thunder damage and must succeed on a Constitution saving throw. On a failure they cannot take reactions until the start of your next turn. Scorched Earth: When you hit a creature with a melee weapon attack on your turn you can burn three gunpowder charges to cause a conal explosion behind the target creature. Each creature in a 15 foot cone behind the target creature, including the target creature, must make a Dexterity saving throw against your save DC. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
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Posted Aug 1, 2025Don't use this feat, it's been tailored to help my friend use it with the D&D beyond integration