Weapon (bad news (exandria)), very rare (requires attunement)

Crafted with arcanite, one of the rarest elemental metals known to man, it possesses unique properties that make it ideal for firearms that bear magical properties, though it can still be unstable at times and requires constant care and attention. You have a +1 bonus to attack and damage rolls made with this weapon.

  • Range: 80(240)
  • Reload, 1. Misfire, 3.
  • 2d12 piercing damage.

This rifle has 6 charges. While holding it, you can expend 1 or more of its Charges when making a ranged attack using this weapon. You can only expend, at once, a number of charges equal to your proficiency bonus. For 1 charge, the rifle empowers the round with arcane energy, causing it to deal an additional 2d6 fire damage and 2d6 force damage to the target on a successful attack. This must be announced before rolling for the attack. Misfires for these attacks are doubled.

The rifle regains all expended charges on a long rest, or on a short rest after a DC 18 (Intelligence) Tinker's Tools check and spending a 3rd-level spell slot.

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: Replace Damage Type: Piercing, Damage, Combat, Two-Handed, Reload, Misfire

Previous Versions

Name Date Modified Views Adds Version Actions
11/23/2020 6:27:47 PM
1
0
--
Coming Soon
1/18/2021 8:09:47 PM
4
0
--
Coming Soon
1/18/2021 8:16:30 PM
3
0
--
Coming Soon
1/20/2021 6:50:53 PM
6
0
--
Coming Soon

Item Tags: Damage Combat

Nixnax593

Comments

Posts Quoted:
Reply
Clear All Quotes