Weapon: Martial, Melee
750gp, 6 lbs. --- 2d4 bludgeoning - two-handed, heavy, firearm (1d12), misfire (6)
Description A maul with a short barrel attached to one end. From its design it could be inferred that one would blast holes into walls with this weapon. The Armallabo is a Maul that counts as a Firearm, it has 1 Ammunition that uses Exandrian Pepperbox Ammunition for its mechanisms. You must have proficiency in a Maul and a Firearm to utilize this weapon properly.
Ammo. The Armallabo requires a free hand to reload any of its Ammunition.
Misfire. The Armallabo only has a Misfire Score when expending Ammunition, of which its Misfire Score is 6.
Shell Fire. When you make an attack with the Armallabo you can expend Ammunition to deal 1d12 piercing damage instead of 1d10, this attack is a lunge in which you leap 5 ft. and strike a point on the ground. All creatures within 5 ft. of that point must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer your weapon's damage.
Rocket Hammer. As an action you may begin concentration by expending 1 Ammunition to hold the Armaballo over your head. You hold this concentration as long as you spend Ammunition at the start of your turn, for the duration you cannot make any attacks with your Armaballo. At the end of your turns while holding concentration your Armaballo's die count for increases by 2 up to a maximum equal to your proficiency bonus until you make an attack. Once your concentration ends you may make an attack immediately as a reaction.
Breaching. The Armaballo deals double damage to structures if you expend Ammunition to strike them.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Replace Damage Type: Bludgeoning, Weapon Property: Heavy, Weapon Property: Two-Handed, Reload, Misfire
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