Weapon (revolver), rare (requires attunement)

Spell Loading: Instead of firing normal bullets, this revolver runs on arcane casings, which must be changed with spell slots in order to properly fire. It takes 1 action to fuel this 6-shot revolver, and the caster spends as many spell slots as they want to fill those casings with certain spells. These spells are stored in the bullets and assigned a number 1-6, increasing in spell level with higher numbers. These spells are stored until the caster chooses to fire the gun, up to 3 times a turn. Each time the gun is fired, roll a d6 to choose which of the 6 stored spells is fired and used up. Landing on a casing that has already been used causes the gun to misfire, with a small explosion dealing 1d4 fire damage to the user.

 

 

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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: Magic, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

brophster122

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