"I would like you all to meet Jenson, my loyal companion and lab assistant!"
-Mithrax Vul'carren
This rifle has been modified to the point where it can no longer support regular ammunition. Utilizing the essence of a young Air Elemental, pressurized air shoots custom-made darts out of the widened barrel of this weapon. Protruding out of the rifle are various crudely made pipes and levers. There are also two large tanks on the underside of this rifle built to contain small amounts of fluid.
The ammo is based off of a dart with an impact-release of any chemical components inside. Upon closer inspection, there is a built-in mold on the butt of the rifle that can be used to create the ammunition. The front of the rifle also has a small needle connected to both of the tanks.
Crafting: While outside of combat, you can create ammunition using tinkerer's tools, 50 silver coins melted down, and a needle. Roll a DC 13/15/18/20/23 Tinkering (INT) check to create 1/2/3/4/5 rounds of custom ammunition (syringes.) You can add your proficiency bonus to this check.
Fill Tank: As a bonus action, you can pour a potion or any other bottled liquid (DM's Discretion) into one of the tanks. This consumes the potion or liquid. Pouring two liquids in the same tank will cancel the effect of the first. Once a liquid is poured into a tank, it cannot be retrieved.
Fill Syringe: While Reloading or as an action outside of combat, you may pull one of the levers on the tank to fill a loaded syringe with a single dose of a potion from a tank. You can only fill a syringe with one potion or liquid at a time. Your tank only holds three (3) doses of a potion or liquid per fill. Player is encouraged to track potion type and remaining doses on a separate sheet if possible. Example is below:
Tank A: Potion of Healing
[ ] [ ] [ ]
Tank B: Potion of Poison
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Fire Syringe (Ranged Attack): (DEX Modifier + Proficiency Bonus to hit) You fire a loaded syringe, filled or unfilled, at a creature in range. On hit, the syringe does 1d4 Piercing damage to any creature, including allies. If a syringe was filled with a potion or liquid using the Fill Syringe trait, the contents are injected into the creature and the creature is under the effect of the potion or liquid. Damage or healing from a potion is calculated after the damage from the syringe is calculated.
Hypodermic Bayonet: As an action, you can expend a charge from one of your filled tanks to inject a willing, non-hostile creature with a potion or liquid within melee range. This does not consume a loaded syringe. Potion effects are applied instantly.
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Damage: Piercing, Requires Attunement by an Artificer (Alchemist), Healing, Damage, Buff, Utility, Combat, Consumable, Artificer, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
Previous Versions
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11/12/2021 2:47:30 PM
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Coming Soon
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