This magic weapon grants a +2 bonus to attack and damage rolls made with it when it’s used to make a ranged attack,.This weapon can hold up to 30 rounds. Before making the attack action with this weapon, you must declare how many bullets you will consume, up to a maximum of 15. Any attack that exceeds 2 bullets will be made will disadvantage. When using an attack that exceeds 5 bullets you will gain both disadvantage on the attack, as well as a negative modifier equal to the number of bullets used, and you must also roll a d6 to determine recoil. Each bullet does 1d4+2 piercing damage, up to a maximum of 15d4+30 with a single attack action. When you roll a critical hit with this weapon no matter how many bullets consumed you don't roll for recoil. The misfire score for this weapon is a 3.
- 1-2: 33% of your bullets hit (Round Down)
- 3-4: 66% of your bullets hit (Round Down)
- 5-6: All bullets hit
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.
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.
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, Ranged Weapon Attack: Piercing, Requires Attunement- Any, Damage, Combat, Artificer, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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Posted Oct 29, 2019Hey people, this is my first homebrew magic item and I would love it if you left you opinions. I personally think I made it a bit under powered for the risk, but hey let me know.