This large bore, heavy caliber revolver was crafted using skills far beyond your understanding, and made from alloys you cannot begin to comprehend, one almost black, the other nearly white. An inverse spade is worked into the weapon's grip. Along the bottom of the barrel is a single inscription that reads: "Folding was never an option."
You have a +3 bonus to attack and damage rolls made with this impressive weapon.
Firefly
When you score a critical hit that drops the target to 0 hit points, that creature explodes. Each creature in a 20-foot-radius sphere centered on the dying target must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Firefly save DC = 8 + your proficiency bonus + your Dexterity modifier.
Memento Mori
After reducing any creature to 0 hit points, as a free action, you may perform a stylized reload. A successful Performance check will reload Ace, and for the remainder of that cylinder, Ace will score a critical hit on an 18 or higher. Add your Dexterity and Proficiency modifiers to this roll(if you are proficient in firearms), against a DC = to the dying targets AC. Failing this check will forfeit the remainder of your Attacks for that action, and you must still reload Ace before it can be fired again.
Reload 6. 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.
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.
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: Bonus: Magic, Killing its previous owner or winning it in a game of chance., Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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6/24/2021 1:36:17 AM
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5
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1.5
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Coming Soon
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7/6/2021 2:28:47 AM
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7
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0
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Coming Soon
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