Weapon (pepperbox (exandria)), legendary (requires attunement)

This magical pepperbox is made of a dark brushed steel, the hammer and firing cylinder silvered to a fine polish. The grip is carved of a large dragon's tooth, framed by dark steel.

Magical runes run along the barrel of this weapon, with small enchantment runes inscribed on the cylinder. Twice per day, the wielder of this weapon may speak the weapon's command word, Dîn, to activate the Silence Enchantment within the weapon. 

The enchantment lasts on the weapon for 1 minute. During this minute, the weapon (and wielder) gain the following benefits.

  • Any rounds fired from this pepperbox produce no sound. The only audible sound created is the sound of the hammer hitting the firing pin of the pepperbox. If a creature is within 30 feet of the wielder when the weapon is fired, they may make a DC 15 Perception Check to determine if they hear this sound. If they succeed, they know the direction and approximate location of where it was fired from.
  • When a creature is hidden (takes the hide action) and then fires this pepperbox, they do not reveal their location, even if the attack lands. A creature that is hit by an attack in this way may make a DC 15 Perception Check to determine if they know where the shot came from. The DC to determine this lowers if the wielder does not move and fires further shots at the same creature (at the DM's discretion).

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: Weapon Property: Range, Reload, Misfire

Ghost_Lead67

Comments

Posts Quoted:
Reply
Clear All Quotes