The Avtomat Arkebuza Kalashnikova(Kalashnikov Automatic Arquebus model 1547), more commonly known as the AAK-47, is an automatic musket developed by the artificer Mikhail Kalashnikov in 1547 DR. It is a reliable and solid firearm, but is quite rare given the complexity of the components and production difficulties.
You have a +1 bonus to damage rolls made with this magic weapon.
Magazine Reloads. The weapon can be fired 30 times before you must spend 1 attack or 1 action to reload and 1 bonus action to charge the weapon. You must have both hands free to reload, or alternatively make a Sleight of Hand check to reload one-handed. To reload, you need a magazine loaded with ammunition. To load a magazine takes 1 action or 1 attack. The best way to efficiently reload is to have many loaded magazines, so you don't have to load a magazine mid-combat.
Magazines can be bought for around 20 gp or crafted with Tinker's Tools for double the price, and 10 pieces of ammunition cost 15 sp or 20 to make them with Tinker's Tools. Keep in mind, stores that sell ammunition and magazines can be few and far between.
Jamming. Whenever you make an attack roll with this weapon, and the dice roll is equal to its misfire score of 1, the weapon jams. The attack misses, and the weapon cannot be used again until you spend an action to try and unjam it. To unjam your firearm, you must make a successful Sleight of Hand check (DC 10). 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.
Maintenance. The firearm must be cleaned every day to keep it from breaking. For every day you do not maintain your weapon, its misfire score increases by 1. This is reset when you clean the weapon. Cleaning the weapon requires a cloth, oil, and a small brush, and takes 15 minutes.
Suppressing Fire(inspired by user SkyArmy125). Twice per day, you use an action can give any enemies within range in a 40-foot cone disadvantage on all attacks, actions, and Strength & Dexterity checks for one round of initiative. This uses all 30 pieces of ammunition and can only be done if the enemies are under partial or half cover. If the target(s) move out of cover, you are forced to make an attack of opportunity (using the Burst Fire property if there are multiple targets) against them.
Fully Automatic. Once per day, you can use an action and up to all 30 pieces of ammunition to saturate a cone, the size of which is equal to the amount of ammunition you expend, with fire. All creatures in the cone must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage.
Stockstroke. The butt of the weapon can be used as a club with -1 to attack rolls.
Modifications. The AAK can be modified to fit many specialist roles. Some modifications are listed below.
- 75-round magazines cost twice a standard magazine's amount to buy and four times the amount to craft. This also adds an extra 5.5 lbs. to the weight of the weapon.
- Longer range up to 80/310 feet costs ~30 gp or half as much with Tinker's Tools. This also adds an extra 0.8 lbs. to the weight of the weapon.
- Adding +3 to attack rolls within 20/35 ft. costs ~50 gp or half as much with Tinker's Tools. This modification also has the additional effect of -5 to attack rolls while firing at a target in excess of 50 ft. away. This also reduces the weight of the weapon by 3 lbs.
- Mounting a bayonet(shortsword) to the barrel of the weapon costs 5 gp for a solidly fixed mount or 7 sp for a crude mount, in addition to the price of the shortsword. If you use a crude mount, every time you make a successful melee attack with the bayonet, roll a d20. If you roll under a 6, the bayonet breaks off and is stuck in your target.
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: Bonus: Ranged Weapon Attacks, Bonus: Melee Weapon Attacks, Maintenance, Jamming, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
I'm adding this for reference when I make a sentry gun or something. I like the rules
Happily surprised by how balanced this is
Frigging hilarious. I’ll definitely use this.