Also known as Spell Snipers, these wood and metal staffs are magically enchanted to focus and amplify blasts of arcane energy.
In the hands of a non-spellcaster the cantrip blaster is mechanically considered a ranged weapon (badnews) with a damage type of force (see Matt Mercer’s Gunslinger for more detail). Proficiency in either firearms or heavy crossbow is sufficient for wielding this weapon. On a misfire you suffer 1d12 force damage and the weapon cannot be used again until the end of your next turn. The reload period is considered an arcane recharge period since the wand does not require ammunition.
In addition, you gain a +1 bonus to your attack and damage rolls with this magic weapon.
*If you are a spellcaster you can attune to the staff. Once attuned you can use it as an arcane focus and unlock these additional features:
You gain a bonus to your ranged spell attack and damage rolls equal to ½ your proficiency modifier rounded down.
Sniper. The range of any cantrip focused through the staff is doubled.
Overcharge. Before you cast a cantrip with a ranged spell attack, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If you do so and the attack hits, it deals additional damage equal to your proficiency bonus x2. You can deal this extra damage only once per turn. If the dice roll of an overcharge attack is equal to or lower than 3, the staff backfires the beam in your direction. Roll damage as if you had successfully hit your target.
Arcane Ammunition. You can bind a wand to the staff. The range of any spell cast by a wand bound with the staff is doubled and can benefit from the staff’s magical bonus to attack and/or damage.
Note. If you are an Artificer (Artillerist) you can carve sigils into the staff to make it your Arcane Firearm.
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: Force, Bonus: Magic, If you are a spellcaster you can attune to the staff. Once attuned you can use it as an arcane focus and unlock additional features., Two-Handed, Reload, Misfire
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