This intrinsically made gun has a black base with golden accents lining around the outside of the barrel, and leading down to the handle. On the top part of the barrel are 3 runic symbols that change the properties of the bullets fired out of this weapon.
Combust: When this rune is activated, the next bullet does a 10 ft radius explosion upon impact of the targeted creature. All creatures within this area of the explosion must make a DC 15 DEX saving throw to take half damage.
Freeze: When this rune is activated, the next bullet can cause the target creature to have part of its body frozen. If the bullet hits the targeted creatures AC or beats it up to 4, the creature losses one of its attacks and can't take its reaction for that round. If the AC is beaten by 5 or more, the ice climbs down its legs, making it unable to move until the end of your next turn.
Healing: When this rune is activated, the next bullet travels to its target location and lets out a green mist. All creatures in this area are healed for 2d4+2.
Six Feet Under (requires Tick): The twin pistols have a special configuration that allows the two guns to merge into a long, grey double barrel rifle. You must spend an action and bonus action to configure the weapon to its ultimate attack. On your next turn, you must spend your entire turn charging, then firing the weapon. This attack has a +10 to hit, and deals 10d10+10 fire damage. After the attack, roll a percentile. If you roll 50% or lower, Tick and Tock break, and can only be fixed with Tinkers Tools (DC 20).
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: Ranger, Rogue, Fighter, Reload, Misfire
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