The Alchemists bodyguard is a long barreled revolver cobbled together from what seems to be spare parts. In place of ammunition it fires "Bullets" Made from chemical agents and concoctions.
Almost magic: This weapons gains +1 to attack and damage roles.
millimetre vial: This fire arm takes vials of chemicals in place of standard munition. Inscribed on the handle are the recipes for such vials. over the length of a long rest a character may craft up to 20 rounds of their chosen ammunition. The available options are as followed.
Alchemists fire shot: 1d6 fire damage and set the target ablaze for 1d4 rounds.
Tough love: Shooting a teammate deals 1 damage then heals them for 1d6+dex.
308. Holy: These rounds are fast moving holy water that deals 1d6 radiant damage. Targets hit make a dc 10 con save or be blinded.
500. Big boom express: a 15 foot cone of energy dealing 1d6 force damage to all enemies in range who's Ac your attacks meets or exceeds.
(These are Just Examples, players and dms get creative with your own and have fun.)
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: Be proficient in Alchemists supplies and spend a short rest examining the weapon, Range, Ammunition (Firearms), Reload, Sap
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