Weapon (pepperbox (exandria)), uncommon

A firearm capable of shooting spells. There are many kinds of bullets possible to create or buy in Eberron but the most common are:

Banishing Bullet

 

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the bullet must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

 

Beguiling Bullet

 

Your enchantment magic causes this bullet to temporarily beguile its target. The creature hit by the bullet takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

 

Bursting Bullet

 

You imbue your bullet with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the bullet hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

 

Enfeebling Bullet

 

You weave necromantic magic into your bullet. The creature hit by the bullet takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

 

Grasping Bullet

 

When this Bullet strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the bullet takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

 

Piercing Bullet

 

You use transmutation magic to give your Bullet an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet  passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by a bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

 

 

Seeking Bullet

 

Using divination magic, you grant your bullet the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The bullet flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. Otherwise, the bullet disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the bullet, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

 

Shadow Bullet

 

You weave illusion magic into your bullet, causing it to occlude your foe’s vision with shadows. The creature hit by the bullet takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

 

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.

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: Reload, Misfire

JoshuaMudgett

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