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, an 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 -
If you hold an action on your turn, you imbue your active or latent magic energy into Azure Quamash, gaining a charge on your next turn. You can use this charge to perform a Charged Shot, giving the bullets inside the Explosive property, and increasing it's misfire score by 2. The Misfire score is reset after the charge is used.
Explosive: 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 the added 2d4 fire damage. As an additional cost of using Charged Shot, you must make a DC11 Strength saving throw against the force of the recoil, or lose the use of the arm used for the round.
If the shot misses, the bullets impact the environment as normal but do NOT explode.
- Notes -
Charged shot CANNOT be used in combination with a Gunslinger trick shot.
Azure Quamash cannot hold a charge longer than the turn it was gained. If the charge is not used, the weapon automatically misfires.
If Azure Quamash misfires due to rolling under the Misfire Score or holding the charge, it cannot be used until repaired with tinkers tools.
Repair DC = 8 + Misfire (+2 if a charge was involved in the 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., 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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1/22/2026 12:10:11 AM
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Coming Soon
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