Weapon (hand mortar (exandria)), artifact (requires attunement by a Attune)

Through the screeches of the sky, through the talons of death, the pluck of eagerness brought the story of this artefact.
As its frame was forged through the talons of those whose talons broke the steel of the enemey of the circle. 
The wind that pushed them propells the flame of the artifact. 
The stroy of how the fall is known to those who see this weapon whom feel its spirit. 
The weapon flies like its formakers. Their soul piercers the dark, screeches light and pulls the might. Those who died to make this will forever reside inside. 


Beneficial affect

-Learn proficiency in one skill while attuned.

 

Detrimental properties

-The weapon from all the souls admits a foul stench to the undead making you a priority to their targeting. 

- While attuned humans seemingly have distrust of you causing disadvantage of persuasions roles against them.

 

"The souls of those who forged this weapons creation is one of truth... Zella guides many of your kin home once they need a guide. This weapon is a just a pathway for her."
Gnat Myriad of the Hoax

 

 

1D6

Ammo shot

1

Healing bite a shell fires form its casing raying light to heal your ally of target. 1d8

2

The shot fires but its knocks the person prone if failing a con 14 save. Deals half damage

3

Miss fires the pigeon flies out and fly towards allies (all make Con 13 dsave or receive 2d4 peck damage)

4

The shell fires a flowery pigeon inspiring all with a d4 on their next throws.

5

Fat toni… who fire from the shell due his shape falls to the hroup and failingly attemps to fly as inpsiting feat on the enemy and does 2d4 peck damage

6

Squawk of vengeance as firing the weapons screeches across the sky, as multiple projectiles fire from the weapon dealing an extra 5d4

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: Attune, Reload, Misfire, Explosive

ChaoticBoophe

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