Weapon (blunderbuss (exandria)), very rare (requires attunement by a creature with firearm proficiency)

Bane's adder is a sleek arquebus built by dwarves of a long-forgotten kingdom. So skilled were these craftsmen that they were able to infuse the firearm with magical energies. The gun itself is similar to other arquebuses, having a thick stock and a belled, unrifled barrel. The weapon is highly decorated, fashioned to imitate the body of a viper, the barrel seeming to end in a gaping jaw with wickedly curved fangs circling the barrel.
The name "Bane", comes from a Dwarven mercenary that allied himself with Strahd von Zarovich in a failed attempt to assassinate Azalin.

Magic Weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Weapon Stats. 
Bane's Adder is treated as a Blunderbuss with the same rules and guidelines applying to reload, misfire and explosive. The Misfire score for this weapon is 2.
Powers and Ammunition. Almost all firearms are designed to accept shot made of lead. The Dwarves who designed Bane's Adder, however, planned for the use of a wide variety of bullets. The magic of Bane's adder enchants the shot fired from its barrel. The effects of a bullet are determined by the metal from which it is formed.
The following describes the magical effects that different types of shot manifest when fired from this gun. The Dungeon Master may allow characters to experiment with other types of shot.

Lead. This is the most commonly used type of shot. It is always available, being fairly easy to buy or to make. When a lead projectile hits its target, it inflicts the usual 2d8 piercing damage. If any of these dice (or both) lands on an 8, the player can roll an additional 1d8 damage.

Silver. When loaded with shot cast from pure silver, Bane's Adder becomes a deadly weapon versus shapechangers, lycanthropes and other creatures with a vulnerability to silver. If the creature, who is hit by the projectile, has a CR that is lower than the character's level, it must succeed on a DC 10 Constitution saving throw or is immediately destroyed.

Iron. Any fiend which is not on its home plane and hit by an iron bullet, must succeed on a DC 12 Charisma saving throw or suffer the effects of Banishment. If the saving throw fails by 5 or more, the fiend doesn't return.

Gold. If a good-aligned creature is hit by a gold bullet, it is considered a critical hit (and treated the same way as a natural 20).

Platinum. A creature capable of spellcasting is especially vulnerable to attacks made with platinum shot. A creature hit by platinum bullet must succeed on a DC 16 saving throw, using its spellcasting ability. On a failure the creature is unable to cast spells until the end of their next turn. In addition, if a creature is concentrating on a spell when it is hit with a platinum bullet, it makes its concentration saving throw with disadvantage.

Cursed. Whenever Bane's Adder is fired at a Dwarf, it will automatically misfire. The weapon's creators placed this enchantment upon their handiwork so that they might never be threatened by it. In addition, if the creature wielding the weapon is not a Dwarf, the DM rolls a d100 whenever they hit with this weapon. If the result of that roll is 5 or lower, the wielder suffers the same effect (including damage) that they have dealt to the target. If, as an effect of that, the wielder suffers the effect of a silver bullet, they do not immediately die but are instead immediately reduced to 0 HP instead.


 

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: Bonus: Magic, creature with firearm proficiency, Damage, Banishment, Combat, Cursed, Artificer, Reload, Misfire

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Item Tags: Damage Banishment Combat Cursed Artificer

DMbledore

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