Description
Weapon Properties
Attunement Features
- Each attachment confers unique benefits or alters the weapon’s properties. Some may have additional prerequisites or require separate attunement (see Attachments section).
- The effects of attachments only function while the Arcanum Cataclysm remains attuned to you.
- If you lose attunement or unequip an attachment, its benefits immediately end.
Weapon Stability
- First use: weapon jams on a roll of 1
- Second use: weapon jams on a roll of 1–2
- Third use: weapon jams on a roll of 1–3
Restrictions
- During a long rest, you must choose to either recharge spent Arcane Essence Crystals or clean the weapon—you cannot do both in the same long rest.
- The Crossbar attachment is incompatible with both the Scope slot and Belt Fed attachment. If you equip the Crossbar, you cannot equip a Scope or Belt Fed attachment.
- The Belt Fed attachment is incompatible with the Crossbar attachment and cannot be equipped simultaneously.
- While aiming, you can not move.(not to be confused with Aim)
Arcane Essence Crystals
Extended Description
Tactical Enhancements
- Muzzle
- Barrel
- Underbarrel
- Magazine
- Rear Grip
- Stock
- Laser
- Fire Mod
- You may only change attachments during a long rest.
- During a long rest, you may swap any number of attachments, provided you have access to your equipment and tool (tinker’s tool).
- Attachment Storage: All attachments are automatically stored in a Bag of Holding integrated into the harness (excluding the increased holding capacity). Players never need to manage or track the weight or storage of unlocked attachments; any attachment you acquire is always available and securely stored.
DM Tip: Switching attachments takes an action or bonus action at your discretion.
Modular Add-Ons:
Muzzle Attachments
- Suppressor: Attacks do not reveal your position by sound; enemies have disadvantage on Perception checks to detect you by noise (Unlock after 5 successful attacks with the firearm or 100 GP).
- Mobility Spread Muzzle: No attack penalty while moving; advantage on attacks if you moved 10+ feet this turn (Unlock after 10 successful attacks or 150 GP.)
- Compensator: +1 bonus to attack rolls due to recoil control(Unlock after 15 successful attacks or 200 GP.)
- Firepower Suppressor: Stealthy attacks, +25% weapon range, ignore half cover, advantage on initiative, but -1 to attack rolls (Unlock after 20 successful attacks or 250 GP.)
- Muzzle Brake: Advantage on first attack each turn; +2 to attack rolls; recover from misfires or jams faster(Unlock after 25 successful attacks or 300 GP.)
Barrel Attachments
- Long Barrel: +10 feet to the weapon’s range; reload as a bonus action once per short rest (Unlock after 8 successful attacks or 125 GP.)
- Bullet Velocity Barrel: Ignore disadvantage on long-range attacks; ranged attacks ignore resistance to piercing damage. (Unlock after 14 successful attacks or 175 GP.)
- Damage Barrel: +1d4 bonus damage on critical hits; +2 to attack rolls against heavily armored targets; +2 to headshot damage (if using headshot rules) (Unlock after 5 crits or 225 GP.
- Short Barrel: Advantage on initiative and attacks in the first round; can attack as a bonus action after dashing or jumping, once per short rest. (Unlock after 20 successful attacks or 275 GP.)
- Hybrid Barrel: +10 feet to range; ignore up to three-quarters cover at long range. (Unlock after 32 successful attacks or 350 GP.)
Underbarrel Attachments
- Steady Sway Handstop: Ignore penalties for firing after moving or while aiming; +1 to attack rolls while not moving; resist forced movement (advantage on saves vs being pushed)(Unlock after 7 successful attacks or 110 GP.)
- Mobility Handstop: +5 feet to movement speed; ignore difficult terrain for 1 turn after firing; advantage on attacks after dashing. (Unlock after 13 successful attacks or 160 GP.)
- Stable Focus Handstop: Can “hold breath” as a bonus action: gain +2 to attack rolls and resistance to being frightened until the end of the turn; advantage on saves vs stun/disarm. (Unlock after 19 successful attacks or 210 GP.)
- Crossbar: +2 to attack rolls against targets in cover (Unlock after 25 successful attacks or 260 GP.)
- Recoil Control Foregrip: Ignore disadvantage from being moved or jostled when firing; +2 to attack rolls due to superior recoil control. (Unlock after 31 successful attacks or 310 GP.)
- Mobile Recoil Foregrip: +5 feet to movement speed; can move at full speed while firing; ignore disadvantage for firing after sprinting. (Unlock after 37 successful attacks or 370 GP.)
Magazine Attachments
- Fast Mag I: Reload as a bonus; +5 feet speed after reloading; +2 initiative 50% ammo capacity reduction (Unlock after 10 successful attacks or 140 GP).
- Extended Mag I: 50% more ammo capacity; +2 initiative (Unlock after defeating 3 enemy types or 180 GP).
- Extended Mag II: Double ammo capacity; +2 initiative (Unlock after victory in a major battle or 260 GP).
- Belt Fed: Three times ammo capacity; you can now make 6 extra attack actions. You can also move at full speed while aiming or firing. Risk of overheating, please see weapon stability. (Unlock after you travel to the heart of a dying star, survive a hurricane, and swim through a lake of lava during an adventure, or at your DM’s generosity, or pay your DM $50.00.)
Rear Grip Attachments
- Sprint to Fire Grip: After dashing, attack as a bonus action once per short rest; ignore disadvantage for firing after sprinting or jumping. (Unlock after 9 attacks made after dashing or jumping or 120 GP)
- Quickdraw Grip: Advantage on initiative rolls; may attack as a bonus action if you haven’t moved more than 10 feet this turn. (Unlock after 15 attacks made after drawing the weapon or 170 GP.)
- Stabilization Grip: +1 to attack rolls; ignore recoil penalties. (Unlock after 21 successful attacks or 220 GP.)
- Mobile Quickdraw Grip: May attack as a bonus action after sliding or diving prone; advantage on saves against being stunned or frightened. (Unlock after 27 attacks made after going prone or sliding or 270 GP.)
- Accuracy Grip: +2 to attack rolls with your first attack each combat; ignore disadvantage on attacks made immediately after standing up or moving. (Unlock after 33 successful attacks or 330 GP.)
Stock Attachments
- Mobility Stock: +5 feet movement speed; can move at full speed while firing; ignores difficult terrain on your turn after firing. (Unlock after 11 successful attacks or 130 GP.)
- Control Stock: +1 to attack rolls; ignore disadvantage from recoil; +5 feet movement speed while aiming; advantage on Dex saves to avoid being knocked prone. (Unlock after 17 successful attacks or 180 GP.)
- ADS Movement Stock: Move at full speed while aiming down sights; ignore opportunity attacks provoked by movement after firing. (Unlock after 23 attacks made while aiming down sights or 230 GP.)
- Tactical Spread Stock: Advantage on attacks from cover or while in a defensive stance; ignore penalties for hip-firing. (Unlock after 29 attacks made from cover or 280 GP.)
- Mobile Flinch Stock: Resistance to being stunned or frightened while aiming; +5 feet movement speed while aiming. (Unlock after 35 successful attacks or 340 GP.)
Laser Attachments
- MFS Motion Strike Laser: +1 to attack rolls while moving or firing from the hip; +10 feet to range; +5 feet movement speed after firing; visible laser may reveal your position. (Unlock after 12 attacks made while moving or 135 GP.)
- Strelok Laser: Ignore disadvantage when switching from hipfire to aimed attacks in the same turn; visible laser may reveal your position if enemies are watching. (Unlock after 18 attacks made where you hipfire and then aim in the same turn or 185 GP.)
- Tactical Laser: Advantage on attacks while in a defensive or tactical stance (e.g., behind cover). (Unlock after 36 attacks made from cover or in a tactical stance or 305 GP.)
- Steady Aim Laser: Advantage on attack rolls made from the hip or while sliding/jumping/diving; a visible laser may reveal your position when hipfiring. (Unlock after 30 attacks made from the hip or while sliding/jumping or 245 GP.)
- Handling Laser: After sprinting, may attack as a bonus action; advantage on attacks made immediately after sprinting; a visible laser may reveal your position when firing from the hip. (Unlock after 24 attacks made after sprinting or 265 GP.)
Fire Mod Attachments
- High-Velocity Ammo: Ignore disadvantage on long-range attacks; ranged attacks ignore resistance to piercing damage. (Unlock after 14 successful long-range attacks or 175 GP.)
- Recoil Springs: +1 to attack rolls due to improved recoil control; ignore disadvantage from recoil or rapid firing. (Unlock after 20 attacks with no missed shots in a row or 225 GP.)
- Rapid Fire: Gain one additional attack per Attack action once per short rest; +10 feet to weapon range; attacks made this way suffer -1 penalty to attack rolls. (Unlock after 26 attacks in a single combat encounter or 285 GP.)
- FMJ Ammo: Ranged attacks ignore half and three-quarters cover; deal double damage to objects and constructs; ignore piercing resistance. (Unlock after 32 attacks made against armored or covered targets or 345 GP.
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Disadvantage: Stealth, Each time you use the Arcane Gun’s special ability without cleaning it, roll a d4 for jamming and a d6 for explosion—each roll gets riskier with every consecutive use. On a jam, the gun locks up until repaired and you lose your next action; on an explosion, the gun is destroyed and deals 4d10 Force and 4d10 Piercing to everyone within 10 feet, plus 6d4 piercing to everyone within 20 feet., creature. While attuned, the sentient light machine gun is more cooperative. However it will judge your soul., Damage, Buff, Combat, Sentient, Artificer, enchantment, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
Previous Versions
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