Weapon (pepperbox (exandria)), very rare

The crafty (some say insane) goblin, Brewyse, developed a strange firearm using the literal arm of a Nimblewright as a base. Four of the "fingers" act as barrels. The "thumb" is the trigger. The weapon is strapped or fitted to an arm of the wielder. The weapon can fit 16 rounds (including the grouping in the fingers) by sliding up to 4 rounds in each of the 4 loading hatches. All rounds in the fingers must be fired before the next grouping can be loaded.

Ignore base 1d10 damage and base reload/misfire properties.

Damage. Armistice does 4 d8 piercing damage if loaded with normal rounds.

Reload (4). Each pull of the trigger fires 4 rounds. It takes an attack (part of the attack action) to slide the next grouping into position for firing. You may reload 4 rounds into the reservoir (one grouping) by giving up an attack or all 16 by using a full action. You must have one free hand to reload a firearm.

Misfire (4). 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.

 Catastrophic Misfire! If a natural 1 is rolled, there is an explosion! The user and everything within 5 ft of the user take 4 d8 piercing damage. Everything else up to 10 ft. may make a Dexterity saving throw (DC 13) taking half damage on a save. The weapon is then broken and must be mended out of combat at half the cost of the firearm.

Unreliable. Due to it's strange construction, Armistice is maintenance intensive. Every 2 shots, the Misfire chance goes up by 1.

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.

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.

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: Piercing, Damage, Artificer, Reload, Misfire

Previous Versions

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Item Tags: Damage Artificer

HunterStryker83

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