This ornate pepperbox is engraved with leaf-like sigils which terminate about an inch before the terminus of the barrels. When primed, this firearm emits a faint green glow from the barrels. This pepperbox gains a +1 bonus to attack and damage rolls. This item has five charges. It regains 1d4+1 charges at dawn. As part of the attack action on your turn, you may expend a specified number of charges to perform one of the following abilities:
Shortwarp (1 charge). You cast the misty step spell as part of your attack.
Planestep (2 charges). You cast the dimension door spell as part of your attack. You cannot bring another creature with you when you cast the spell in this way.
Aperture (3 charges). When you hit a creature with this weapon, you may expend three charges to force that creature to make a DC 15 Dexterity saving throw. On a failure, the creature is teleported 60 feet in any direction, as though through the effect of the misty step spell and take an additional 2d10 Force damage. On a success, the creature is not teleported but still takes 2d10 Force 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.
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: Bonus: Magic, gunslinger, Teleportation, Damage, Reload, Misfire
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