Attunement to the Arcane Revolver requires one hour of focused practice aligning your magical essence with the weapon’s runic chamber. During this process, the wielder must channel at least one spell into the revolver, allowing its arcane matrix to “learn” their magical signature.
Once attuned, the revolver becomes an extension of the wielder’s spellcasting ability, reshaping spells into arcane projectiles. However, the weapon resists reckless or untrained use—creatures without the ability to cast spells cannot attune to it, and attempting to force its power without proper control results in unstable magical backlash at the DM’s discretion.
A very rare arcane firearm that acts as a spellcasting focus and lets its wielder channel spells through the weapon.
Arcane Conduit. While attuned to this weapon, you can use the Arcane Revolver as a spellcasting focus. You can cast any spell you know or have prepared through the revolver.
Spell Delivery — Attack Spells. When you cast a spell that requires an attack roll, you may deliver it through the Arcane Revolver. The spell is fired as a ranged attack using your spell attack modifier. The spell’s range becomes 60/180 if it was lower.
Spell Delivery — Saving Throw Spells. When you cast a spell that requires a saving throw, you instead make a ranged attack roll against the target. On a hit, the target makes its saving throw with disadvantage. On a miss, the spell fails and has no effect.
Spell Delivery — Area of Effect. When casting a spell with an area of effect, the point of origin becomes the point where the shot lands.
Spell Delivery — Touch Spells. When you cast a spell with a range of Touch, its range becomes 60/180 when delivered through the Arcane Revolver.
Arcane Strain. When you cast a spell of 4th level or higher through the Arcane Revolver, roll a d20. On a 1–3, the spell fails and you take force damage equal to 1d6 per spell level. On a 4–20, the spell functions normally.
Arcane Ammunition. The Arcane Revolver has 6 charges and regains 1d6 expended charges daily at dawn. Each time you cast a spell through the revolver, it consumes 1 charge. If you attempt to cast a spell with no charges remaining, roll a d20. On a 1–5, the spell fails and you take 2d6 force damage. On a 6–20, the spell functions normally.
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: Spell Attacks, This item’s custom spell-routing effects may require manual adjudication by the DM for spells whose normal area, origin point, or targeting would change when fired through the revolver., Requires attunement by a spellcaster, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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