Weapon (revolver), rare

This has a magic bonus +1 to attack rolls and damage.

Alvorian scholars speaking of the  Aetherforged War; 

which was belevied and discussed as the height of arcane tech and the discovery of sky stones; this revolver seems to be from that era

 

ARCANE ROUNDS: 2/DAY

ROLL  A D4 AND ONE OF THE FOLLOWING EFFECTS IS ADDED FOR A CHARGE OF THIS ITEM:

 

  1. Disruptor Rounds (Force): Ignore resistance to force damage; targets can’t take reactions until start of their next turn.
  2. Ion Rounds (Lightning): +2d6 lightning damage; constructs must make DC 16 Con save or be stunned until end of next turn.

  3. Incendiary Rounds (Fire): +2d6 fire damage; target ignites (5 fire damage at start of each turn, action to extinguish).

  4. Cryo Rounds (Cold): +2d6 cold damage; target’s speed reduced by 20 ft.

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: Replace Damage Type: Force, Bonus: Magic, Range, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2026 10:39:44 PM
2
0
2
Coming Soon
MageLord8521

Comments

Posts Quoted:
Reply
Clear All Quotes