Elemental Chambers: Instead of standard lead bullets, the revolver's cylinder holds alchemical charges. Different chambers can deal Acid, Cold, Fire, or Lightning damage based on what is loaded.
Reagent Reloading: Instead of standard ammunition, the firing mechanism may require fresh vials of Alchemist's Fire or special chemical cartridges after a certain number of shots.
Spell-Storing Capacity: Some variants allow spell-casters to expend spell slots directly into the cylinder to fire modified projectiles, such as launching an explosive Fireball or an area-of-effect Acid Spray.
Misfire Properties: Because of the volatile compounds, home-brew firearms often have a Misfire score. If the die lands on a 1 (or your misfire threshold), the weapon jams or violently bursts.
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, Range, Ammunition (Firearms), Reload, Sap
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