This smooth, magic shotgun bears holy sigils and oaths down the length of its barrel and is always impeccably clean. While holding it, your reach increases by 5 feet when using your Lay on Hands feature.
Any ranged attack you make with this weapon is considered to be a melee weapon attack for the purposes of using your Divine Smite feature and meeting the requirements of any paladin spell you cast with “smite” in its name.
Once on each of your turns when you expend a spell slot to use your Divine Smite feature on an attack made with this shotgun, you can choose one of the following effects to inflict on the target until the start of your next turn. When you expend a spell slot of 2nd level or higher, you can inflict an additional effect for each slot level above 1st, choosing each effect no more than once.
- The target has disadvantage on the next attack roll it makes.
- The target’s speed is reduced by 10 feet.
- The next time the target takes damage, it takes an additional 1d8 necrotic or radiant damage (your choice).
- The next attack made against the target is made with advantage.
- The target can’t regain hit points.
Damage: 2d10
Range: 20/60
Properties: Reload 2, Misfire 2, Two Handed
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.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Damage: Necrotic, Damage: Radiant, paladin, Range, Two-Handed, Ammunition (Firearms), Reload, Push
Previous Versions
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