This is not a fire arm. It is a creation designed by a mysterious Alchemist who wanted to explore the possibilities of a new ranged weapon. This is a prototype and the only one of its kind. That being said it is not flawless. The user launches a large flask of acid at the enemy
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 bonus 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.
Acid Splash. 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 Acid damage. If successful targets talk half 1d8
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 Alchemist 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.
Notes: Modified Mortar made specifically for the Warforged Alchemist, Artificer
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