Azure Quamash is a aesthetically interesting Revolver, the body of the gun a shimmering steel, with a coloured etching of it's namesake running along the side of the barrel.
This gun has a unique two barrelled mechanism, a upper and lower barrel. This is an incorporated function as it fires two bullets with each trigger pull (This does not change the damage dice rolled). The rotating cylinder holds a total of six(6) bullets, making it have three(3) "shots". After three(3) shots, this weapon is considered empty, and the user has to take an action to reload.
This gun has a Misfire score of 3.
- Charged Shot -
You can use an action on your turn to imbue your active/latent magical energy into Azure Quamash, granting it a charge at the start of your next turn. You can use this charge to perform a Charged Shot, pouring your latent/active magical energy into the gun giving the bullets the Explosive effect, and increasing it's misfire score by 2 per charge it holds. After the charge(s) is/are used, the Misfire score is reset.
Explosive (Very Rare): On a hit, each creature within 5ft of the target must make a Dexterity saving throw (DC = 8+Prof+Dex mod) or suffer 1d8 fire damage. The target; having been hit by the bullet; fails automatically and takes an added 2d4 fire damage. If the shot misses, the bullets impact the environment as normal but do NOT explode. Charged Shot CANNOT be used in combination with a Gunslinger trick shot.
If the charge is not used or increased by the end of the turn it is gained, the weapon automatically misfires and must be repaired. (See notes for details.)
- Notes -
As this is a Very Rare variant, this weapon is able to hold a maximum of 2 charges, with the number of dice for fire damage increasing by 1 die for every charge above the first(1st) (1d8 / 2d4 to 2d8 / 3d4 ). Whenever you gain a charge the "timer" extends by one(1) round. When this weapon holds a charge and is fired, you must make a STR save (DC = 8+3 per charge = 11 at 1 charge, and 14 at 2 charges.) to control the recoil and not damage your arms, if you fail this save take 1d6 bludgeoning damage per charge and you lose use of the arm for your next turn.
If Azure Quamash has a Misfire due to rolling under the Misfire score or by not using a held charge it must be repaired by making a check with tinkers tools/ Repair DC = 8 + Misfire score (+2 or +4 if charges were involved in Misfire)
This weapon is considered magical for the purposes of overcoming resistances and immunities to non-magical damage.
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, "Azure Quamash" cannot hold a charge for longer than the turn it was gained, but can be extended by 1 round if additional charges are gained., 1 hour of constant contact, or 24 hours of having it on your person, Firearms Proficiency required., Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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12/24/2024 6:33:56 PM
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1/21/2026 11:29:23 PM
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