Weapon (blunderbuss (exandria)), legendary (requires attunement by a by an artificer with proficiency in firearms)

This short rifle is inscribed with glowing arcane runes that empower its attacks. You can use this rifle as your spellcasting focus and arcane firearm. The Artillerist's Alchemical Hand Cannon grants a +3 bonus to attack and damage rolls made with the weapon. When you make an attack roll, choose acid, cold, fire, force, lightning, poison, or thunder damage. On a hit, a creature takes an additional 1d12 of the chosen damage type. This weapon also has 2 charges. You can expend one charge as an action to cause the Hand Cannon to expel a 30-foot cone of energy. Choose a damage type from among those previously listed. Each creature in the cone must succeed on a dexterity saving throw against your spell save DC or take 4d12 damage of the chosen type. You regain all expended charges after completing a long rest. 

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, by an artificer with proficiency in firearms, Damage, Combat, Artificer, Reload, Misfire

Item Tags: Damage Combat Artificer

Everweld_

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