Thunderstone technology has finally reached a head after the arrival of the Aspieri. Thunderstone tech, once used as the colossal artillery of the 2nd Deaadlands war has at-long-last been miniaturized enough to fit in the palm of your hand Thunderstone pistols do not require ammunition but require a striking stone replacement every 15 uses.
Any attack roll below 10 must roll a percentage dice above 15% to avoid a catastrophic misfire. A natural one must make a percentage roll of 50%. A catastrophic misfire means that the thunderstone is now unusable until restocked and the attacker must make a DEX saving throw above DC10 or take half damage from the attack roll. On a passed DEX save, take none of the damage but drop the weapon.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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