Weapon (musket (exandria)), rare

A massive five-shot revolver. It uses the +2 musket stats except the range is lowered to 90 feet and is a one-handed weapon. It does not misfire

You have a +2 to hit and damage rolls. 

Eliminator is cast and forged in adamantine. Quenched in a mixture of devil and demon blood this weapon has a taste for vengeance and has an extra chance to critically hit. Assuming the initial Roll to hit is successful, roll a D100, if you roll a 90 or above the shot crits, this feature can be used once per long rest.

Lore: 

The wizard (S. E. Harbinger) forged this into as a counter to the Eliminator revolver, realizing what he had done, the wizard's alignment was temporarily changed. The arcane that binds Afterburner is of good intent and, while not sentient, the revolver sways the owner's alignment towards good. Without the Eliminator revolver, the arcane of Afterburner will sway even the most sinister of fiends into acts of good giving enough time. 

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: Replace Damage Type: Force, Ignore Weapon Property: Range, Weapon Property: Finesse, Ignore Weapon Property: Two-Handed, Immunity: Fire, Favored Enemy: Fiends, Damage, Two-Handed, Reload, Misfire

Item Tags: Damage

stormer454

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