Description. Ace of Spades is a finely crafted revolver with a classic, confident profile. Its barrel and frame bear subtle flame-scorch etchings and card-themed markings, with a faint heat shimmer lingering around the cylinder. The weapon feels warm to the touch, as if every round is waiting for the moment it gets to make a statement.
Memento Mori. Ace of Spades turns kills into punctuation. You have a +3 bonus to attack and damage rolls made with this magic weapon. When you reduce a creature to 0 hit points with this weapon, the creature explodes in flame. Each creature of your choice within 5 feet of the fallen target takes 3d6 fire damage. A creature that succeeds on a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Dexterity modifier) takes half damage. Objects in the area that aren’t being worn or carried may ignite at the DM’s discretion.
Reload. Ace of Spades holds 13 rounds. Reloading requires a bonus action. The cylinder spins once on its own before locking into place.
Lore. Ace of Spades was never meant to be subtle. It was built for the kind of fight where style and finality matter—where every victory leaves a mark. Those who wield it learn quickly that the Ace doesn’t just end threats; it makes sure everyone nearby remembers how it happened.
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: Fire, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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