You have a +3 bonus to attack and damage rolls made with this magic weapon. Thorn has 10 charges for the following properties. This firearm regains 1d6+4 expended charges when you finish a long rest.
Mark of the Devourer. When you hit a target with an attack, you can expend a charge to mark them. You have advantage against marked targets and hits with this weapon against them deal an additional 2d6 force damage.
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 1d6 force damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Lightning Reload. You can reload this weapon as a bonus action.
Hemorraging shot. Whenever you score a critical hit on an attack with this firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Soul Devourer. When you kill a marked target their soul is consumed by your weapon, you gain temporary hit points equal to half their hit point maximum.
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.
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: Force, Damage, Combat, Reload, Misfire
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