"Folding was never an option." - Cayde-6
The Ace of Spades is a large revolver with a shiny black and white paint job. It bears two spade decals: one on its barrel and a flipped one on its grip. Though well worn from countless years of use, the weapon still fires true.
The Ace of Spades deals 1d10 piercing damage. It holds 6 modern bullets in its cylinder; after expending all of the shots in the firearm, one must spend an action reloading before it can be fired again.
When attuned, the Ace of Spades has the following properties:
Blessed by Light. The Ace of Spades grants a +1 bonus to attack and damage rolls made with it.
Firefly. When you score a critical hit on a target, the bullet creates an explosion of fire radiating from the target. Any creature within five feet of the explosion, including the original target, must make a DC 13 Dexterity saving throw or take 2d6 fire damage.
Memento Mori. After bringing a target down to 0 hit points with the Ace of Spades, if you reload the weapon before the end of your next turn, the next six shots deal an additional 2d6 fire damage to a target on a hit. A charge of Memento Mori is wasted when a shot is fired at a target. This effect persists until the weapon is stowed or reloaded, or until the end of combat.
Roulette. Whenever you use an action to reload the Ace of Spades, you can choose to perform a trick reload instead. Roll a d20. On a 4 or lower, the rounds fall to the ground and the action is wasted. On a 20, your next attack roll made with the weapon gains a +2 bonus.
The Dare. When you attune to this weapon, you start "the Dare", which is a set of conditions that are required for someone else to acquire and attune to the Ace of Spades. Only one term is set: when you are killed by someone, even if you do not remain dead, your killer immediately attunes to the Ace of Spades. Any other conditions are yours to make up and change. The Ace of Spades will remember and enforce these conditions separately from yourself.
The Ace of Spades comes in three rarities: Rare, Legendary, and Artifact. The Dare locks the true power of the Ace of Spades away. Consult with your dungeon master about what challenges need to be overcome to "upgrade" the Ace of Spades. A DM may also decide when, if ever, to upgrade the Ace of Spade's power instead of laying out conditions that you must meet.
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, Damage: Fire, Reload, Misfire
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