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 19 or above.
Gambler's Flame
Ace does and extra 2d8 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 3d8 fire damage, half as much on a successful save.
Memento Mori
The user has advantage on perception checks while using this gun. After getting al kill the user next six bullets can Crit at 18 at. If one of the six bullet Crit the user can at a extra 1d8 on top of the normal Crit feature.
Style Points
When using Ace, on your turn you can use your performance bonus to make stylish maneuvers with this gun. Maneuvers use a performance roll for the D.C, You can only us 1 maneuver per turn.
Stylish twirl (D.C. 15) |
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 the user must spend a action or bonus action to pick up the gun doing this the enemy's can provoke attack of opportunity. |
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 can shoot 2 bullets in one action both bullets to 2 different targets. |
On a fail your gun jams and you must spend 2 Bonus Actions fixing it. |
Stylish luck (D.C. 20 + the targets Cr. This needs to be the first declared action of the users turn) |
You unload all bullets accept 1 Dealing half dmg, if successful the bullet does 3x the damage rolled |
On a fail you don't fire and you turn immediately ends. |
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.
Notes: Damage: Fire, killing of the previous owner or winning it in a poker or other form of gambling
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, Replace Damage Type: Fire, Advantage: Perception, The user has 6 bullets after shooting al six of the bullets the user takes an action or bonus action to reload the gun., Killing of the previous owner or winning it in a poker or other form of gambling match., Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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