Weapon (any), artifact (requires attunement)

"Folding was never an option." -Cayde-6

This hand cannon features a black metal finish with a spade on both sides and an upside down spade outline on the grip.


 

Aces High

While attuned, Ace has a +3 to attack and damage roles. Ace will also score a critical hit if you role an 18 or above.

Gambler's Flame

Ace does and extra 2d6 fire damage, additionally when you get a critical that drops an enemy to 0 hit points the enemy explodes and everyone with in 5 feet has to make a D.C. 15 DEX saving throw or take 4d6 fire damage, half as much on a successful save.

Random Properties

your weight drops by 4 pounds

you have venerability to poison damage

while attuned you can't be blinded, deafened, petrified, or stunned

Style Points

When using Ace, on your turn you can use your performance bonus to make stylish manoeuvres with this gun. you have 8 manoeuvre which recharge 1d8 per long rest  You can only ues 1 manoeuvre per turn.

Stylish twirl (D.C. 10)

If successful you swiftly twirl the revolver in you hand and can reload, draw, or stow this weapon without using an action

On a fail you drop the gun

Stylish hammer fan (Must not be holding something in offhand, D.C. is equal to the first targets A.C.)

If successful you wildly fan the guns hammer and can use a multiattack action to attack one or multiple targets in quick succession (one attack for every bullet left in the cylinder.) You must make separate attack and damage rolls for each attack

On a fail your gun jams and you must spend 2 turns fixing it

   

 

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, Damage: Fire, Immunity: Deafened, Immunity: Blinded, Immunity: Petrified, Immunity: Stunned, Vulnerability: Poison, Damage, Combat, Reload, Misfire

Item Tags: Damage Combat

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