Weapon (pepperbox (exandria)), artifact (requires attunement)

This pepper box is make of a dark wood and black iron. The hammer and grip is covered in deep scarlet red scales that turn to an ashy grey at the edges. Draconic runes are carved along the barrels and glow with a feint red glow at times. Attack and damage rolls made with this weapon have a +3. 

Ashen resistance. You are immune to fire damage while attuned to this weapon and you are immune to the frightened condition.  

flames of hate. This weapon has 10 charges. When an attack hits, you can expand any number of charges to deal and additional 1d6 fire damage per charge spend. When you take fire damage, you can use your reaction  to convert it into charges instead. You gain one charge for every 10 fire damage you would have taken. You gain all charges back at the next dawn. 

Ashen step. As a bonus action, can expend 2 charges to turn your self into a cloud of ash. You gain a flying speed equal to your walking speed and gain an additional 20ft added to your movement. You are a cloud of ash so you can move though cracks that are at least 1 inch in width. If you move through a creatures space, they take 4d6 fire damage and must make a DC 17 constitution saving throw or be blinded. 

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, Immunity: Fire, Immunity: Frightened, Reload, Misfire

MCVP1003

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