a flintlock with a cylinder up from the grip with 5 rounds. On the wooden grip of the gun is a set of three buttons attached to pipes that snakes their way down the barrel to the tip, where there is a dimly glowing blue iron sight. The gun has ten charges and regains 1d4 +1 at dawn. You can spend a charge to do one of the following things.
You can make the gun completely inaudible (one charge)
if it hits the target you can make them unable to make a sound until their next turn (two charges)
If it hits the target you can make the gun pull them back towards where you fired the gun by 10 ft (one charge)
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, Combat, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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4/11/2021 1:43:37 PM
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Coming Soon
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