Weapon (revolver), rare (requires attunement by a Must be attumed over the course of a long rest)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Dark Thorns - On a critical hit this weapon deals an extra 1d12 necrotic damage and the targeted creature cannot move until their next turn

Revolver Magazine - this firearm may fire six times before needing to reload

Swift load  -  this weapon may be fully reloaded by expending a bonus action.

"Ever had a Nightmare?" - Dredgen Yor

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: Bonus: Magic, Must be attumed over the course of a long rest, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
4/3/2022 1:44:45 AM
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Item Tags: Damage Combat

MadWombat

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