Weapon (laser pistol), rare

The Z-110 Directed Energy Pistol/Exotic, informally known as the Boltshot, is a Forerunner weapon that fires beams of hard light particles. This weapon also has a misfire property of (1). When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 8 damage of the weapon’s type. 

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. Can be fired 5 times before the need to reload.

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 with Intelligence checks of 15.

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.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Note that this weapon can be augmented with infinite ammunition if a Artificer knows the spell. Two-Handed (One-handed if proficient), Damage, Combat, Range, Ammunition (Firearms), Reload, Vex

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Item Tags: Damage Combat

Reshiguma_the_Silent_Stalker

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