This bizarre firearm emanates an eerie scent of chemicals. Made of mithral, this ingenious mixture of magic and technology is favored by the commando Dragon-Knights of the Sha'arian Empire.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the trigger. The ammunition created by the weapon deals acid damage and vanishes after it hits or misses a target. This also applies to the Explosive feature.
You can use a bonus action to speak this magic weapon's command word and brandish it, causing a caustic slime to emanate from the barrel.
While the barrel is caustic, you are immune to acid damage
While the barrel is caustic, it deals an extra 1d12 acid damage to any target it hits in ranged.
While the barrel is caustic, you can cast the Acid Splash cantrip at will, up to the firearm's maximum range.
While the barrel is caustic, As an action, you can project acid in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one (Recharge 5–6).
The barrel is caustic until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
The weapon has 10 charges. You can use an action and expend one or more charges from the weapon to cast the spell Tasha's Caustic Brew. For 1 charge, you cast the 1st-level version of the spell.
You can use an action and expend 3 or more charges from the weapon to cast the spell Acid Arrow from the firearm up to its maximum range.
You can use an action and expend 5 or more charges from the weapon to cast the spell Vitriolic Sphere (save DC 15).
You can increase any spell slot level by one for each additional charge you expend.
The weapon has the following additional property. When this property is used, it can't be used again until the next recharge.
Acid Rain. Caustic slime sprays from the barrel in a 30-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 9d8 acid damage on a failed save, or half as much damage on a successful one.A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing.
Once per day as an Action, you can load a special Acid Vial into the weapon. When you do, it regains all expended charges. It otherwise does not regain charges on its own.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Bonus: Magic, Damage: Acid, Two-Handed, Reload, Misfire
Comments