Weapon (revolver), uncommon
  1. Damage type depends on the ammunition used
     
    Reload 6. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 bonus action to reload. You must have one free hand to reload a firearm.
     
    Misfire 1. 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 breaks, and the weapon's Misfire score increases by one until you spend a Tinker Tool's Action to repair the chamber/hammer.

    Range 120/360 LOOK AT THIS

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: Damage: Radiant, Range, Ammunition (Firearms), Reload, Sap

Kiramemestealer

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