Reload: 6
Misfire: 1
A strange revolver designed by a long-extinct civilization. It is made out of a strange black metal, and there are six glowing runes carved into the barrel, each glowing in a different color. One is fiery-red, one is snow-white, one is a sickly green, one is a rusty orange, one is hot pink, and one is electric-blue.
You gain +2 to damage and attack rolls made with this weapon. On a hit, deal 2d8 piercing damage. In addition, whenever you score a hit against a creature, you deal an additional 1d8 damage of a random type, determined by rolling a d6 (see below). You cannot deal the same type of damage more than once per reload. If you roll the same damage type, no extra damage is dealt.
The type of damage is determined by rolling 1d6
1-Fire Damage
2-Cold Damage
3-Necrotic Damage
4-Acid Damage
5-Psychic Damage
6-Lightning Damage
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: Damage: Fire, Damage: Cold, Damage: Necrotic, Damage: Acid, Damage: Psychic, Damage: Lightning, Bonus: Magic, gunslinger, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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11/19/2018 7:16:17 PM
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19
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11/26/2018 4:02:37 PM
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Coming Soon
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