You have a +1 bonus to attack and damage rolls made with this magic weapon.
Mythallar Cylinder
- 8 charges maximum
- Regains 1d6+2 charges at dawn
- If reduced to 0 charges (not via Angel Arm Protocol), the revolver remains functional but is locked to Baseline until at least 1 charge is regained
Cylinder Modes. As a bonus action, you rotate the cylinder to one of the following modes.
1. Baseline -Default mode
- Fires standard ammunition
- No charges consumed
2. Precision Gospel- Arcane harmonics reinforce the projectile. Damage increases by +1d8 force
- Consumes 1 charge per shot
3. Overclock Sermon- Containment tolerances are exceeded. Damage increases by +2d8 force
- Consumes 2 charges per shot
- On a hit, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn
- Blowback: After each shot, you must make a DC 12 Constitution saving throw. On a failure, you take 1d10 force damage (half damage on a success)
4. Angel Arm Protocol- Once per long rest- The final safety seal is disengaged.
- Requires at least 3 charges to activate
- As an action, expend all remaining charges
- Fire a beam in a 120-foot line, 10 feet wide
- Creatures in the line take 12d10 force damage, Dexterity save (DC 16) for half
- Objects and structures automatically take full damage
- You gain 2 levels of exhaustion
- The revolver breaks after firing and becomes unusable
Re-Preparation- Restoring the revolver requires:
- 1 hour of work during a long rest
- 200 gp in rare inks, crystal dust, and replacement sigils
- Proficiency with tinker’s tools or smith’s tools
Until repaired, the revolver cannot be fired.
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: Bonus: Magic, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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