Forged with an elegant, almost dragon-like design, this rifle's true power lies in its ammunition. Each cartridge is a work of alchemical art, designed to explode with a searing gout of flame upon impact, not just a simple bullet. The rifle's scope is a crystal lens, and the stock is made from a dark, lightweight wood that makes the heavy rifle feel surprisingly manageable.
- Fire Burst: On a hit, you can expend one of the rifle's loaded rounds to cause a small explosion of alchemical fire. The target takes an additional 1d6 fire damage. In addition, each creature within 5 feet of the target must make a DC 14 Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much on a successful one. This damage ignores the normal damage resistances of the target if they are wearing or carrying a non-magical shield or heavy armor.
- Scoped Aim: As a bonus action, you can spend a moment to steady your aim. Your next attack with this weapon before the end of your turn gains advantage. This can be used once per turn.
- Precise Shot: When you make a successful attack with this weapon, you can choose to make a called shot. You can target a specific point on the creature, such as a limb or a head. If you do, you have advantage on the attack roll but the weapon's damage dice are reduced to 1d8. On a hit, the DM can impose a special effect, such as a creature being knocked prone, a limb being temporarily disabled, or a critical hit if targeting a weak spot.
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: Two-Handed, Reload, Misfire
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