The anti caster riot gun is a special made hand mortar that has a tube connecting it to a water tank backpack, made from a large prismatic snail shell with magical crystals lining the interior. At the start of a Long Rest, you can fill the tank with one gallon of water and the crystals react to form eight pink gelatinous orbs used as ammo. When you load this weapon, it pulls the orbs from the tank through the tubes into the riot gun. When one of these orbs hits a target, it leaves behind a pink mist in the area of the explosion. The pink mist lasts for 1 minute or until a moderate wind (at least 10 miles per hour) disperses it. If a creature in the mist cast a spell of 1st level or higher, you roll 1d8 to determine how the spell is effected (from the list below).
1-2. No additional effect.
3-4. The mist converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the caster must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
5-6. The spell is reflected back at the caster. If the spell affects an area, it is centered on the caster. If the spell targets one or more creatures, it instead targets the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
7-8. The mist flashes with prismatic light as the spell leaves the caster. The caster must succeed on a DC 15 Wisdom saving throw or be stunned until the start of its next turn.
The tank holds a max of eight orbs and if the orbs are removed from the tank (instead of being fired from the riot gun), they instantly detonate. If the orbs detonate in this way, roll damage as if the creature removing it had been hit by an attack made with this weapon.
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, Control, Debuff, Combat, Warding, Reload, Misfire, Explosive
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