Weapon (bad news (exandria)), rare

An insane and unstable attempt at producing a high-power firearm, with powers and technologies not well understood; the arcane gatling gun is a chaotic piece of refined machinery. Artificer-tested, Wizard-disapproved.

You may use an action to make a ranged attack with this weapon on a target. After attacking with this firearm, you may choose to either fire a single shot for standard damage, or to instead maintain concentration, and let the firearm fire continuously, for double damage rolls (4d12). Firing the arcane gatling gun in full automatic firing mode requires concentration like casting a spell, and you cannot use your hands to perform any action other than maintaining fire. You have disadvantage on all Dexterity checks while you are maintaining concentration on firing the arcane gatling gun.

You may use a bonus action on your turn to redirect the line of fire of the arcane gatling gun. While concentrated firing power is maintained, all creatures that start their turn in the line of fire, or that use their movement to enter the line of fire, must make a Dexterity saving throw (DC 17). On a failed save, the creature takes 4d12 piercing damage. On a successful save, the creature takes half as much damage.

You can maintain concentration of firing the arcane gatling gun for a maximum of 4 rounds, before being forced to stop, and use an action to reload the weapon. On the start of each turn that you maintain concentration on firing, roll a d20, on a 1, the weapon jams, and an action or reaction must be used to unjam the weapon. After one full round of continuous fire, creatures that attempt to grapple you, or touch the arcane gatling gun take 1d8 fire damage, while in physical contact with the weapon.

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, Control, Combat, Artificer, Two-Handed, Reload, Misfire

Item Tags: Damage Control Combat Artificer

MrNerdy

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