Weapon (pistol, automatic), legendary (requires attunement by a Yautja)

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Once all charges have been used you must succeed on an INT check DC12 to roll a D6 for recharge, the roll you get is the amount of uses you recharge. If the check is failed, you may make another INT check DC12 after a short rest.

The Plasma Pistol, also known as the Plasma Handgun, is a handheld version of the Yautja Plasmacaster. While purpose-built examples are known to exist, the weapon can also be assembled in the field from a normal Plasmacaster. Typically, the former are more powerful and versatile than the latter, which would presumably only be used in situations where the donor Plasmacaster has been damaged in some way and will therefore no longer function as intended.

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.

Notes: Bonus: Magic, Replace Damage Type: Fire, Weapon Property: Light, Yautja, Damage, Combat, Range, Ammunition (Firearms), Reload

Item Tags: Damage Combat

PlutoniumLove

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