Once attuned to this weapon, you must protect it at all costs. It is a weapon of myth, a weapon of destruction. Craftsmanship of the Hells. It is born of Ebony and Fiendish Bones, feeds on soul. It holds your soul within it's ribs, clutching onto its life force like a child to their mother, and feeds waiting for it's source to be replenished with the souls of your victims. Each shot you take at your enemies will cause 2d8 necrotic damage, but you take 3d4 necrotic damage in turn.
At level 17 you gain the ability to destroy the body of your victims, taking their body with their soul on a natural 20 while healing yourself for 4d12 hp, but your next attack has disadvantage and deals half damage.
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: Damage: Necrotic, one hour period for a life long pact with a gun. Be careful of using this weapon, and those who weild it., Reload, Misfire
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