Weapon (revolver), rare (requires attunement by a by a gunslinger, or someone proficient in firearms)

This Revolver is used by lucky gunslingers by the SIS corps in alvoria and other worlds by firearm proficient people of having a "gambling chance" of a elemental elemental shot.

Costing 1 gp, you may five times per day; Insert this coin BEFORE YOU ROLL TO HIT MINUS SIX: if you hit, you can roll 1d10 and on a certain die does the elemental damage of 10 + a bonus 1d8

1- fire

2- Lightning

3- Cold

4- Thunder

5- Acid

6- Poison

7- Psychic

8- Force

9- Radiant

10- Necrotic

(( original credit goes to the youtube podcast arcane trinity ran by them and their great dm maskman; i just made this for as a fan and my own campaigns))

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: by a gunslinger, or someone proficient in firearms, Range, Ammunition (Firearms), Reload, Sap

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MageLord8521

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