This particular and unique weapon is product of the numerous investigations and studies of firearms in the world of Seisei. Unlike many other weapons, that were made to have a good balance between firepower, roam design and precision... this heavy weapon was made with the purpose to optimize the destructive powers firearms posses by nature, by sacrificing it's overall mechanical function, balance and roam design, in exchange for a incredible raw force, able to cleave through the hardest of defenses, and the hardest of armors.
The Bastard shot is a blunderbuss variant that was designed by Morgan Murriet, it uses an upgraded rotary hammer with adamantine, offering a harder ignition able to deliver the shot with an additional force, it also includes a hand-carved ending on the pluck, which helps with the precision of the attack, sadly, that inclusion makes the overall mechanism unstable and even able to explode, causing the weapon to be unusable.
When attuned, the Bastard Shot deals an additional 2d4 of bludgeoning damage, 2d4 of piercing, and also a 1d4 of force damage. It can only be shoot once per day and needs to recharge overnight to be shot again, aside from that the weapon has a misfire value of 3.
This weapon counts as a magic item.
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: Damage: Bludgeoning, Damage: Piercing, Damage: Force, Weapon Property: Loading, a person with firearm proficiency and STR 10 / DEX 14 , Combat, Reload, Misfire
Previous Versions
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5/16/2021 10:47:22 PM
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1.1
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9/13/2021 12:21:46 AM
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18
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2.5
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Coming Soon
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