Created by the partnership of an artificer and a storm sorcerer Ampere is a unique blend of the Arcane Arts and Engineering. The stock was carved from a Lammanian Oak tree that was struck by lightning. Lichtenburg figures are engraved along the barrel and occasionally pulse with a blue-white light. The trigger mechanism lets off a consistent crackle of electricity that can only be heard when a creature is aiming the rifle or is less than 1 foot away. The rifle was one of the first in creation to use conical bullets along with rifling in the barrel, making it more powerful than most rifles at the time.
The rifle can be improved over time (at the discretion of the DM) if the user takes time to make improvements and completes tinker tools checks. The enchantment may also deepen in dire circumstances or if the character connects to the weapon in some way (Again at the discretion of the DM)
Dormant:
Tool of an Artificer: This Weapon can have Artificer infusions placed upon it despite being a magic weapon and has a +1 to damage and attack rolls.
Shocking Introductions: As a side effect of being an experimental weapon the weapon constantly carries an electrical charge. When anyone not attuned to the weapon touches Ampere they just make a DC 10 Constitution saving throw or take 1 point of lightning damage. Once the creature takes the damage or makes the saving throw it is immune to this effect for 1 hour.
Overload (1/day): As an action a you can release all the built up energy in the weapon. The Lictenburg figures glow brightly as Lightning erupts out of the gun in a line 100 feet long and 5 feet wide. Each creature in that line must make a dexterity saving throw (using your regular spell save DC) taking 8d6 damage on a failed save, or half as much in a successful save. The gun is then considered to have misfired and requires a DC 16 tinkers tools check to repair. Once used you can not use this effect until after a long rest.
Awakened:
Greased Trigger: You gain a +1 bonus to all damage and attack rolls made with this weapon.
Electric Stealth: As an action you can place a long cylindrical attachment on to the end of Ampere. This creation is a mechanical creation that disperses sound waves and has an effect similar to a modified silence spell. Whenever Ampere is fired it nullifies the sound however, it does lessen the impact of the bullets. Both range increments of the rifle are decreased by 100 feet and the misfire score is increased by 1. If the weapon misfires while under this effect the DC of the tinkers tools check to repair it increases by 2. This effect does not muffle the sound of Overload.
Exalted:
Hair trigger: The bonus to damage and attack rolls increase to a +2
Voltaic Ammunition: You harness the true mechanical and magical potential of this weapon. Every time you pull the trigger a cracking cone of energy appears in the barrel, ready to be fired. The weapon loses the loading property and creates its own ammunition every time it is shot. These shots do an additional 1d6 lightning damage and are considered magical. This does not prevent you from loading other ammunition into the rifle if you desire.
Stunning Shot (1/Day): You managed to find a find a less lethal way to harness the innate electricity in the weapon. If you hit with this weapon you can choose to forego doing damage and instead fire nonlethal electricity at the target. The target must then succeed on a wisdom saving throw or suffer the effects of a Hold Person or Hold Monster spell. The target has disadvantage on this save if you choose to forego damage on a critical hit.
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: Piercing, Artificer, Two-Handed, Reload, Misfire
Previous Versions
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