Frustrated with enemy mages and their use of Walls of Force or warriors with skin so tough a bullet merely grazes them, a group of Artificers came together to design a firearm to deal with them. Being the arrogant craftsmen that they were, combined with their disdain of these certain people, the designs for this weapon were never kept from public view and so It was not surprising to find a copy of these designs in the hands of a well respected and very skilled gunsmith.
You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals Force damage instead of Piercing damage.
This arcane pistol holds six shots in its multiple arcane charged barrels. To reload the weapon, you hold down the button located on its grip, which causes the weapon to charge the barrels with more arcane ammunition. Rather than fire standard bullets, this weapon fires out rounds of magically generated Force. This reload is still subject to reloading rules, but can be done with the same hand that fires the weapon.
This weapon holds three charges. As an Action you expend a charge and cast the Disintegrate spell at its lowest level with a Spell Save DC of 18, fired out from the weapon. The charges refill at Dawn.
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: Bonus: Magic, Replace Damage Type: Force, Reload, Misfire
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