Weapon (revolver), legendary (requires attunement by a killing of the previous owner or winning it in a poker or other form of gambling match.)

"Folding was never an option." -Cayde-6

This hand cannon features a black metal finish with a spade on both sides and an upside down spade outline on the grip.


 

Aces High

While attuned, Ace has a +3 to attack and damage roles. Ace will also score a critical hit if you role an 18 or above.

Gambler's Flame

Ace does and extra 2d6 +1 fire damage, additionally when you get a critical that drops an enemy to 0 hit points the enemy explodes and everyone with in 5 feet has to make a D.C. 15 DEX saving throw or take 4d6 fire damage, half as much on a successful save.

Style Points

When using Ace, on your turn you can use your performance bonus to make stylish maneuvers with this gun. Maneuvers are 1d20 + Performance + proficiency (if you are proficient with revolvers.) You can only us 1 maneuver per turn.

Stylish twirl (D.C. 10)

If successful you swiftly twirl the revolver in you hand and can reload, draw, or stow this weapon without using an action

On a fail you drop the gun

Stylish hammer fan (Must not be holding something in offhand, D.C. is equal to the first targets A.C.)

If successful you wildly fan the guns hammer and can use a multiattack action to attack one or multiple targets in quick succession (one attack for every bullet left in the cylinder.) You must make separate attack and damage rolls for each attack

On a fail your gun jams and you must spend 2 turns fixing it

Stylish luck (D.C. target's A.C.)

You unload all bullets accept 1, if successful the bullet does 3x the damage rolled

On a fail you don't fire and you turn immediately ends

 

It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Damage: Fire, killing of the previous owner or winning it in a poker or other form of gambling match., Range, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
9/10/2018 12:43:23 AM
60
2
1
Coming Soon
9/10/2018 12:46:59 AM
14
0
2
Coming Soon
9/10/2018 2:38:32 AM
88
14
2.5
Coming Soon
Lonely_Wolf

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