The Aether Boomstick is the prized creation of Head Tinkerer Lazorin of Zakarat. He spent years studying the Aether Crystals and created the Aether Boomstick by using different ground up Aether Crystals. He uses the latent Radiant Energys of a White Aether Crystal to turn the ground up Aether powered into magical rounds.
Red Aether Dust - Fire Rounds
Blue Aether Dust - Cold Rounds
Yellow Aether Dust - Lightning Rounds
Gold Aether Dust - Thunder Rounds
Black Aether Dust - Necrotic Rounds
Green Aether Dust - Force Rounds
Purple Aether Dust - Physic Rounds (Most Expensive)
Each Boomstick holds 3 rounds worth of dust before needing to be reloaded
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.
Misfires on 1,2,3.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Piercing, Range, Ammunition (Firearms), Reload, Sap
Comments