Weapon (pistol (exandria)), very rare (requires attunement by a Must Spend 8 hours studying the inscriptions on the pistol before using.)

This large pistol has been imbued with magical enchantments all over it. It takes a bonus action to aim and an action to fire it. It also takes 6 rounds to recharge its shot. If you have less than 16 STR you must make a STR saving throw DC 15 or be knocked prone as you shoot it. 

 


CHOOSE YOUR SHOT

Acid Jet - The shot discharges acid in a 100 ft. line, any creature hit must make a DC 14 Dex saving throw or take 3d10 acid damge or half as much on a save.

Lightning Shot - Shoots a ball of lightning at a target within 80 ft. and the ball upon impact expands into a 20 ft. sphere. Each caught in the blast must make a DC 14 Dex saving throw or take 5d10 lighting damage, half as much on a save.

Fire Jet - Spews fire in an 80 ft. Line 5 ft. Wide. Each creature hit must make a DC 14 Dex saving throw or take 5d8 fire damage, half as much on a save.

Poison Spray - Expels a poisnus gas in a 20 ft. Cone. Each creature hit must make a DC 13 Con saving throw. On a fail the creatur takes 4d8 poison damage and is poisoned for 5 rounds. On a save the creature takes half damage and is not poisoned. 

Each poisoned creature may make another con saving throw at the end of their turn to expel the poison out of their system. 

 

Additional Info - For aome reason i can't find a way to remove information from this creation please ignore the reload ect. Base stuff that comes with pistols.

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, Must Spend 8 hours studying the inscriptions on the pistol before using., Damage, Combat, Reload, Misfire

Item Tags: Damage Combat

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