A weapon made by a powerful wizard by harnessing the powers of elementals
Can be used as an arcane focus
Gives the user a +2 AC as long as they are a spellcaster
Gives a +5 to attacks made with this weapon
Grants the attuned user proficiency with this weapon
Has various magical bullets available- can increase damage by 1 damage die per turn for charging the shot, can enhance the damage die by using spell slots, d6 at 1st level, d8 at 3rd level, d10 at 5th level, d12 at 7th level, and d20 at 9th level
Magic Bullet- 2d4 force damage, on a crit creates 2d4 Magic Missiles that are directed by the wielder to any targets and deal 1d4 damage
Blazing Bullet- 2d4 fire damage, on a crit add 3 extra damage die to the roll
Shining Bullet- 2d4 radiant, on a crit target is blinded for a turn if they fail a Con saving throw based off of your spell save DC
Corrosive Bullet- 2d4 acid damage, on a crit lowers targets AC by 1d4
Voltage Bullet- 2d4 lightning damage, on a crit chains to 2 targets of your choosing
Subzero Bullet- 2d4 cold damage, on a crit freeze target if they fail a Con saving throw based off of your spell save DC
Mindcrash Bullet- 2d4 psychic damage, on a crit target is stunned if they fail a Wis saving throw based off of your spell save DC
Vampiric Bullet- 2d4 necrotic damage, on a crit heal for half of the damage dealt
Shockwave Bullet- 2d4 thunder damage, on a crit cause an explosion with a 5 foot radius of where the shot lands
Bane Bullet- 2d4 poison damage, on a crit taget takes 3d6 poison damage a round for 1d4 rounds if they fail a Con saving throw based off of your spell save DC
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: requires attunement via 10 hour ritual by a wizard, Reload, Misfire
Previous Versions
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6/13/2022 5:45:59 AM
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Coming Soon
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