Whilst weilding this absolute cannon of a pistol, you gain an extra +1 to hit and damage, and damage delt by this weapon is considered magical. This weapon deals 1d10 peircing damage on a hit, and has a range of 50ft/150ft.
The make of this heavy set revolver is designed to not only be a powerful weapon in of itself, but is able to unleash the true magical potential of the bullets you fire. When constructing the ammo for this weapon, you can include extra
reasources and magical properties into it, roughly doubling the size of the weapon, but making room for extra effects. During the construction part of downtime, you may spend 30 Gold per bullet to imbue it with one of the following
effects:
Firestorm Bullet: On a hit, the creature takes an extra 1d6 fire damage.
Lightning Bullet: On a hit, the creature takes an extra 1d6 lightning damage.
Freezing Bullet: On a hit, the creature takes an extra 1d6 cold damage.
Sleep Bullet: On a hit, the creature must make a DC 11 Con save or fall asleep for 1 minute, or until they take damage or another creature spends an action to awaken them.
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: Range, Ammunition (Firearms), Reload, Sap
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