Weapon (musket (exandria)), very rare (requires attunement)

This azure musket of unknown material was created by a legendary storm sorcerer who spent the rest of their life hunting pirates with it. It now acts as a symbol of office for a powerful nation

  • This magic weapon deals an additional 1d8 lightning damage to any target it hits
  • The musket has 4 charges and regains 1d4 charges each time the creature it's attuned to finishes a long rest
  • While holding this weapon as an action you can expend one or more of its charges and cast either the spell Lightning Bolt or the spell Call Lightning (both save DC's 15). For one charge the spell is cast at 3rd-level and for each charge past that the spell slot level increases by 1.
  • If the musket misfires each creature within 10 feet of the gun including the wielder must make a Constitution saving throw (save DC 15). On a failure a creature takes 1d8 lightning damage, 1d8 thunder damage, and is stunned until the end of its next turn. On a success it takes half as much damage and isn't stunned.
  • This musket cannot be repaired with mundane tools, but the powerful magic that fuels it will repair it if it misfires over the course of 1d4 days. This process can be sped up by a character capable of casting either lightning bolt or call lightning spending 100 gold on arcane materials and succeeding on a DC 18 Arcana check and expending a 3rd level spell slot in a 20 minute long ritual that if completed will restore the musket to full functionality but expend all stored charges.

Reload 2, Misfire 3

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: Lightning, Stunned, Damage, Combat, Two-Handed, Reload, Misfire

Item Tags: Damage Combat

Jack_Noir

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