This magic revolver has a 3-round chamber.
Requirements: Minimum Intelligence Score of 15. Proficiency with Alchemist's Supplies. Approval by DM.
Attacks made with this magic weapon have varying damage effects depending on the ammunition used. Intelligence is your Ability modifier for attacks made with this weapon.
Close Range Shooter: This special weapon has a Normal range of 30 feet and a Long range of 80 feet. You do not gain Disadvantage on attack rolls against a creature within 5 feet while using this weapon. If a creature is within 10 feet directly in front of you when you discharge this weapon, they must make a Dexterity Saving Throw equal to 8 + your Intelligence modifier + your Proficiency Bonus or take 2d8 Force damage. If the creature is the target of your attack, they have Disadvantage on the roll.
Ammunition Types:
Poison Shot - Attacks made with this ammunition type deal 3d12 Poison Damage on a hit and the target must make a DC 15 Constitution Saving Throw to avoid being Poisoned.
Fire Burst - Attacks made with this ammunition type deal 3d8 Fire Damage on a hit and the target must make a Dexterity Saving Throw to avoid being set on Fire. The DC for this save is equal to the damage from the attack.
Chilling Slug - Attacks made with this ammunition type deal 2d10 Cold Damage on a hit and the target's speed is reduced by 10 feet until the start of your next turn.
Lightning Bolt - Attacks made with this ammunition type deal 4d6 Lightning Damage and creatures within 5 feet of the target must make a Dexterity Saving Throw with a DC equal to your Intelligence Modifier + the damage dealt. On a failed save, the creature takes half of the attack's damage.
Rare Ammunition: Due to the rarity of this weapon, the ammunition can only be acquired through crafting. By spending 1 hour during a Short or Long rest, you can create up to 6 bullets for this weapon by making an Intelligence check with a DC equal to 15 + the number of bullets you are attempting to make. If you spend 2 hours during a Short or Long rest to make this check, the DC is 10 + the number of bullets you are attempting to make. On a failed check, you create half the amount (rounded up). Alchemist's Supplies are required to make this check.
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: Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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