This firearm is composed of the finest Dwarven mithril found in the mountains of Gan Torum, combined with a meteor found by scouts of Gan Torum. Forged by the royal Dwarven blacksmith Arthur Jadeheart, the weapon is truly one of a kind. The properties of this weapon are not yet discovered completely, but Arthur is slowly but surely uncovering them.
The firearm does not need ammunition, but it can infuse its shots with certain magical capabilities. When you first come into possession of this firearm, you can choose 2 infusions of your choice or let the DM roll them from the table below. Whenever the item reaches a new evolution, choose one new elemental infusion to learn or let your DM roll for a new elemental infusion. The firearm uses your Intelligence modifier instead of your Dexterity modifier for the sake of attack and damage rolls.
As part of an attack action, you choose the element of your shots. The damage dealt by the Aberrant Firearm becomes that of the chosen element, this choice lasts until the end of your next turn and can't be changed again until that time. The shots fired by this weapon count as magical for the sake of overcoming resistances to non-magical weapons.
Elements
|
Dice Roll |
Element |
Infusion Effect |
|
1 |
Acid |
The enemy takes 1d6 damage and the weapon they are wielding has a -2 modifier on attack and damage rolls until the end of their next turn |
|
2 |
Cold |
The enemy takes 1d6 cold damage and their movement is slowed by 10 feet |
|
3 |
Fire |
The enemy takes 1d10 fire damage |
|
4 |
Lightning |
The enemy takes 1d6 lightning damage which sparks on to 2 other enemies in a 10 feet range of the original enemy hit |
|
5 |
Necrotic |
The enemy takes 1d6 necrotic damage and is unable to regenerate health until the end of its next turn |
|
6 |
Radiant |
The enemy takes 1d6 radiant damage or 2d6 if the enemy is undead |
When certain conditions are met, at your DM's discretion, the firearm gains additional properties. These additional properties are detailed in the table below.
Weapon Levels
|
Weapon Level |
Property |
|
1 |
You can choose or roll for 2 elements specified in the Elements table. You gain proficiency with firearms and tinker's tools if you didn't have proficiency in these skills already. |
|
2 |
You can roll for another element in the Elements table to add to your infusions. |
|
3 |
You can roll for another element in the Elements table to add to your infusions. The damage die of your Aberrant Firerarm increases with 1d10 |
|
4 |
You can roll for another element in the Elements table to add to your infusions. The infusion effects of your elements now last twice as long. |
|
5 |
You unlock the last infusion from the Elements table. The damage die of your infusions are increased by 1 additional dice. |
Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: an Artificer, Loading, Range, Ammunition (Firearms), Vex







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