Weapon (musket (exandria)), very rare (requires attunement)

This wicked hunting rifle reeks of malice. The sound of it firing is more reminiscent of a shriek than a gunshot. attacks with this weapon get a +2 to attack and damage rolls

Break Loader: This break loaded energy weapon can be fired 8 times before it needs reloaded. It also deals fire damage instead of the normal damage type it uses a special type of energy cell unique to the weapon. old cells can be recharged at a power source during a short or long rest and new ones can be crafted by the attuned creature for 25 Credits, and an hour of work per cell.

Bladed Stock: you can use this weapon as a +2 Battleaxe. (1d8 Slashing (1d10 Versatile))

Entropy Cannon: Dealing damage with this weapon seems to drain the life of the user. you may use your action to discharge energy from the weapon at a dangerous level. make a ranged attack against any target within range, on a hit that target suffers 8d8 points of Fire damage in addition to the damage of a normal attack. . if this property is used, the wielder also suffers 1/2 the total damage dealt by the weapon. this property can be used twice before each long rest.

Relentless Hunt: as part of your attack with this weapon, you can cast the spell Hunter's Mark targeting the same creature. this spell fades after the duration, or after the creature dies. a spell cast in this way does not require concentration. once this feature has been used, it cannot be used again until the next dawn.

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: Bonus: Magic, Replace Damage Type: Fire, Ranged Weapon Attack: Fire, Two-Handed, Reload, Misfire

Pokeboyska

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