Weapon (pistol, automatic), very rare (requires attunement by a Fighter, Paladin, or Warlock)

The weapon serves as a utility tool for the special forces of the I.M.C., and has several spells stored with that will consume charges depending on how demanding the spell is on mana.

The misfire only happens when using a charge. The weapon has 5 charges. At the end of a long rest you may regain all charges. To expend a charge it takes an action to do so.

Misfire(4). 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.

Reload(6). A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or bonus action.

Spell(Charge(s) consumed):

Color Spray(1)

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Shield of Faith(2):

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Dancing Lights(1):

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Fire Bolt(4):

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

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.

Notes: Fighter, Paladin, or Warlock, Damage, Utility, Combat, Range, Ammunition (Firearms), Reload

Item Tags: Damage Utility Combat

voicekraken

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