This is a +3 weapon
Absolute is a revolver wielded by many gunslingers the most prominent are daric the bold and Jack the savage as this weapon carrys 9 rounds
Quickdraw: at the being of combat you may roll dex as ypu must get higher then your opponents roll if you get higher than your enemy's inventive then you may make a attack with absolute
Fan the hammer: action: you fan the hammer instead of rolling your normal to hit you roll a dex check to beat there ac if you get 4 attacks on the enemy regardless of how many attacks you have
Fmj rounds:absolute fires fmj rounds instead of regular rounds: when you roll a crit you roll 2.5 times the dice
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Ranged Weapon Attacks, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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