This weapon was crafted by the weapons smiths of Silvay this strange weapons hums with magick energy it isnt a very eligant weapon in design but in action this weapon is beautiful in motion the action has a very possitve metalic slide sound to it and with each trigger pull a soft magical push is heard.
Misfire : On an attack roll if a 1 is rolled the weapon has not only missed but also considered a misfire and now requires the user is to take it's next action to clear the weapon before it is able to fire again, note if the user has a firearms proficiency they can choose to use their bouns action to clear the weapon.
Loud : Firearms are loud if you fire the weapon from hiding, then you have a disadvantage on ability checks to remain hidden or move silently while other creatures have an advantage on Wisdom (Perception) checks to see and hear you.
Ammuntion : This weapon only accepts condensed arcane crystals as ammuntion the weapon holds 2 within it's barrels. Each crystal has it's own magical effect and determines the type of magical damage.
Reloading : When each crystal has been fired from the weapon the user will have to take an action to reload the weapon to full, note if the user has a firearms proficiency they can choose to do this as a bouns action and can also choose to reload early topping the weapon off to full early.
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: Bonus: Magic, Damage, Combat, Reload, Misfire
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