Primeval's Torment
As an attack action the wielder can aim fire a grenade like charge from this weapon at a spot on the ground within range. Shots fired from this weapon in this manner act explode on impact and spread blight in a 3x3 area surrounding where the shot lands lasting 4 rounds. Creatures take first take 3d6 necrotic damage if they start their turn in this blighted area or upon moving into it, and 1d6 necrotic damage on subsequent turns.
Break the Bank
Creatures who are shot with this weapon are blighted for 3 rounds, taking 4d6 necrotic damage on the first round and 2d6 necrotic damage each subsequent round. If a creature dies while blighted in this way they spread blight in a 3x3 area around their corpse.
Shot in the Dark
This weapon fires magical ammunition and ignores the ammunition, reload, and misfire properties of firearms.
Protection from Darkness
Once per round, the wielder of this weapon can designate any number of individuals in the range of this weapon who are protected from the effects of blight.
Arcane Firearm
You can use this arcane firearm as a spellcasting focus for your spells. When you cast a spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
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: Spell Attacks, Bonus: Ranged Attacks, Bonus: Magic, Artificer, Reload, Misfire
Previous Versions
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