A prototype firearm made by the Tinkerer Jak Jak. This Pepperbox has been enchanted with arcane runes and sigils, which keep the gun in working condition, and react to magical energy thrown into its barrels. As a bonus action, a character can cast a damaging spell with a casting time of 1 action or 1 bonus action, but instead of having the spell do its normal effect, the spell's energy gets absorbed by the runes. After this happens, Assault and Pepperbox's damage type will change to that of the spell cast, until a different spell damage type is cast into the gun, or the gun misfires. While the gun has a damage type that is not the default, it uses no ammunition, as the gun pulls it's energy directly from the runes. However, when you use the gun in this way, every attack you make with it, you must roll two D20s. If either of the D20s miss your target's AC, Assault and Pepperbox's misfire number increases by 1. (If rolling with Advantage, roll 3d20 and ignore the lowest roll. If rolling with Disadvantage, roll 3d20 and ignore the highest roll)
When you misfire with Assault and Pepperbox, it releases a magical burst of energy, based on whatever damage type the gun is currently using. (This includes if the gun is currently dealing the default piercing damage.) The gun makes a 15ft cone of magical energy spew forth, which deals 3d6+1 damage to you, and targets in the area of your choosing, with a DC 13 Dexterity save, for half damage. You always only take half damage. Once Assault and Pepperbox has misfired, it's misfire number is reset to the default (2), and its damage type is reset to the default (piercing), and once again requires ammunition to use, until another spell is cast into the gun.
This gun has no Reloading property, while using magical energy as it's fuel source.
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, Reload, Misfire
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