Weapon (blunderbuss (exandria)), legendary (requires attunement by a requires attunement by a Leonin Arctificer)

The Legendary Weapon of the Spirit of Steel, Baihu's Flintlock is a beautifully hand-crafted blunderbuss. Brushed steel with white accents, it always feels warm to the touch. The barrel is fashioned to look like a roaring lion. Unlike most firearms, Baihu's Flintlock never seems to misfire or need reloading. However, it still requires a few seconds of cool down in between shots.

Range: Firearm (range 5/120), two-handed, heavy.

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.

Easy Target: You gain a +2 bonus to attack and damage rolls made with this magic weapon (This ability unlocked at Level 10). 

Cannon-fodder: Once per long rest, you may fire a cannonball instead of the normal scatter shot. A creature hit with the cannonball takes 2d10 bludgeoning damage and 1d8 burn damage (This ability unlocked at Level 13).

Spellsniper: Once per long rest, as an action, you can use this weapon to perform a spellstrike. A spellstrike is similar to a ranged weapon attack, except that you cast a single offensive spell as part of the attack. This spell must be one that has a casting time of 1 action, deals damage to one or more targets, and has a range greater than 10 feet. If the attack hits, the target takes both the damage of the blunderbuss and the damage of the spell, even if the spell would normally require a saving throw to harm a target. If the spell normally harms multiple targets, then the spellstrike only harms the target of the musket attack (This ability unlocked at Level 17).

 

 

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, Bonus: Ability Checks, requires attunement by a Leonin Arctificer, Reload, Misfire

DrowzeeChaperone

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