Weapon (revolver), very rare (requires attunement by a an Artificer or someone with the Gunner feat.)

Due to the volatility of fey magic this weapon has the ability to channel the power of the different elements.

You gain a +1 to damage and attack rolls when using this weapon. This weapon has 7 charges and regains 1d6+1 after a long rest. 1  Charge can be expended to deal an extra 2d6 of a randomly decided element and you can choose to expend an extra charge to bolster the shots effects. To determine the element that the weapon will channel you have to roll on the element table below. 

D10:

  1. A ball of fire is discharged , each creature in a 15-foot sphere must make a dexterity saving throw or take 6d6 fire damage or half as much on a successful save.
  2. The weapon laces the bullet with cold energy, If one charge is expended it will deal an extra 2d6 cold damage. If a second charge is expended the damage is increased to 4d6 and the creature hit and any in a 10-feet radius must make a constitution saving throw .On a failed save they have their speed halved for 1 minute. Creatures can make a saving throw at the end of their turn.                   
  3.  The weapon overcharges the bullet with voltaic energy, If one charge is expended it will deal an extra 2d6 lightning damage. If a second charge is expended the damage increases to 4d6 and the creature must make a constitution saving throw. On a failed save the creature is stunned until the end of your next turn.
  4.  The Bullet is infused with poisonous magic, If one charge is expended it will deal an extra 2d6 poison damage. If a second charge is expended the damage increases to 4d6 and the creature has to make a constitution saving throw. On a failed the creature is poisoned for 1 minute. The creature can make a saving throw at the end of their turn.   
  5. The bullet is infused with corrosive magic. If one charge is expended it will deal an extra 2d6 acid damage. If a second charge is expended the damage increases to 8d4 and the target  must make a constitution saving throw. On a failed save the creature will take 4d4 acid damage at the end of their next turn. 
  6. The bullet is imbued with radiant energy. If one charge is expended it will deal an extra 2d6 radiant damage. If a second charge is expended the damage increases to 4d6 and any creatures within 5-feet of the target must make a constitution saving throw. on a failed save they are blinded for 1 minute. The creature can make another saving throw at the end of their turn. 
  7. The bullet is enveloped with necrotic power- If one charge is expended it will deal an extra 2d6 necrotic damage. If a second charge is expended the damage increases to 4d6 and the creature must make a wisdom saving throw. On a failed save they are frightened for a minute. The creature can make the saving throw at the end of its turn. 
  8. The bullet is filled with thunderous might-  If one charge is expended it will deal an extra 2d6 thunder damage. If a second charge is expended the damage will increase to 4d6 and anyone within 5ft of the target must make constitution saving throw. On a failed save they are deafened for a minute. The creature can make the saving throw at the end of its turn.
  9.  The bullet is launched from the chamber with extreme force. If one charge is expended it will deal an extra 3d6 force damage and the target must make a strength saving throw. On a failed save they are launched back 5-feet and knocked prone. 
  10.  A beam of psychic energy rends the targets mind. The target must make a wisdom saving throw, on a failed save it takes 5d6 psychic damage or half as much on a successful save. If the creature failed the save a second charge can be expended to force the creature to move as far away from you as its movement allows.                                                                                                                                                                                                                                                                                                                                

This weapon has a misfire score of 3. If this weapon misfires you must roll a d20, if you roll below a 10 you must roll from the wild magic table.

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, an Artificer or someone with the Gunner feat., Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

pandaX05

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