Reload. The weapon can be fired once with one thunderstone. And will be required to be reloaded after the blasts.
Magical overheating. If the Thunderstone Pistol is fired it will require a additional six seconds to cool down. If the thunderstone pistol does not get this six seconds it will be at risk of shocking the user for 1d6 lightning damage (50% chance), the thunderstone pistol may also just explode in a burst of magical lighting for 6d8 damage (25% chance) or may just do nothing (25% chance). But with the gunslinger subclass you may fire without having to wait for it to finish cooling.
Ammunition. All firearms require ammunition to make an attack, and due to the danger of harvesting the Thunderstones, ammunition may be very difficult to find or purchase. However, if you dare go into the valley of storms Tinker’s Tools at half the cost. Each firearm uses thunderstones and it is generally sold or gathered in batches listed below next to the price.
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: Range, Ammunition (Firearms), Reload, Sap
Comments