You have a +1 bonus to attack and damage rolls made with this magic weapon.
Weapon Profile
-
Type: Martial Ranged Weapon
-
Range: 100/400 ft.
-
Damage: 1d10 piercing
-
Properties: Two-handed, loading, special
-
Ammunition: Spell-charged pneumatic darts
-
Capacity: 3 darts per long rest
-
Reloading Time: 1 hour per dart (requires artificer spell slot of appropriate level)
Special Feature: Spell-Triggered Payload
On a hit, the dart releases its embedded spell without requiring an additional action. Each dart can be loaded with one spell, chosen at the time of reloading.
Dart Type | Spell Slot Required | Effect on Hit |
---|---|---|
Shocking Grasp Dart | 1st-level | Target takes 2d8 lightning damage and can’t take reactions until the start of its next turn. |
Call Lightning Dart | 3rd-level | Summons a storm overhead. Functions as the Call Lightning spell, centered on the target. Requires concentration to maintain. |
Fireball Dart | 3rd-level | Explodes on impact. Functions as Fireball (centered on the target, 20-ft. radius, DC = your spell save DC, 8d6 fire damage). |
-
These effects are cast as part of the attack—no extra action is required beyond the hit.
-
You may choose which spells to load into each dart during reloading.
Reloading Rules
-
After each long rest, you may prepare up to 3 darts.
-
Each dart:
-
Requires 1 spell slot of the appropriate level.
-
Takes 1 hour of tinkering to stabilize and load.
-
-
Spare darts are volatile and cannot be stockpiled. You only carry what you prepare each day.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Artificer, Damage, Combat, Artificer, evocation, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
Comments