This weapon takes the form of a large revolver with a semi-shiny black and white paint job, bearing a spade decal on it's barrel and an upside down spade on it's grip. It shares many similarities to a standard revolver, but is imbued with magical properties. This weapon is able to have the wielder's Dexterity modifier added to the attack and damage rolls.
Firefly: This ability deals an additional 1d4 Fire damage to the target. Enemies within 10 feet of the target must make a DC 10 Dexterity Save or take 2d4 Fire damage. On a successful save, targets take half damage.
Firefly is triggered on attack rolls of 20 or higher, successful hits using the Sharpshooter Feat, or Memento Mori.
Memento Mori: On a reload, make a Sleight of Hand check (DC 16). On a successful check, the wielder can fire one bullet as a Bonus Action, triggering Firefly and not consuming the bullet.
Waiting: During a Long Rest, Ace of Spades will generate 1d6 ammo. If it is broken, this weapon will attempt to repair itself (DC 15).
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Fire, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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