Weapon (pistol (exandria)), artifact (requires attunement)

Damage: 2d10 Piercing 

Range: 40/120 (default pistol range, less than a bow) 

Properties: Ammunition, Reload (1), Misfire (4+)

A handgun cobbled together with purchased, found, or commissioned components. The firing chamber seems designed to hold alchemical accelerants. 

Alchemical Cartridge: "mundane" ammunition comprising of a casing, an unstable compound, and some metal slag seated at the opening 

Black Cartridge: a munition comprised of macabre, unstable alchemical ingredients, with chipped obsidian seated at the opening.  12 rounds per long rest can be made, but you cannot take watch.

Misfire: If the roll to attack equals 4 or less, the firearm jams. A DC 10 + misfire score Intelligence check is required to unjam the firearm, as a reaction. A failure requires maintenance to be performed out of combat, over a short rest (DM discretion)

Applied Science: Load a Black Cartridge and fire, dealing an additional 2d8 Necrotic damage. (36 flat necrotic damage with Nocive Praxis + 1 Breakthrough point).

Add 1 to the Misfire score (which also effects repair checks). This effect stacks.

Dead Man's Hand: Load a Black Cartridge, and take aim, bracing yourself. Deal 4d10 piercing damage, plus 4d8 Necrotic damage. (72 flat necrotic damage via Nocive Praxis + 1 Breakthrough point). Add 2 to the Misfire score (which also effects repair checks). This effects stacks.

A misfire through Dead Man's Hand causes the load to detonate in the chamber, and deals 4d8 Necrotic damage to the user, which cannot be reduced or prevented. 

I am above all, and within my grasp, a smite of genius 

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.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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: Artificer, Ammunition, Reload, Misfire

Item Tags: Artificer Ammunition

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