An ornate revolver with the image of a Spade carved into the grip
Golden Gun
Speaking the activation word causes the weapon to glow brightly, covered in spectral flames.
It immediately reloads to maximum capacity and each round does an additional 2d8 radiant damage. Rounds fired at this time cannot misfire (misfires count only as missed shots.)
This effect lasts for One Minute, until all rounds have been fired, the weapon has been reloaded or dropped/disarmed.
This weapon also counts as a Vestige and can be advanced
Awakened
When Ace of Spades has been awakened, apply following changes to item's traits:
-Bonus to both attack and damage rolls increases to +2
-Bonus damage for Golden Gun increases to +4d8 radiant damage
-When Golden Gun is active, attacks rolls of 19 as well as 20 will count as critical attacks.
Exalted
When Ace of Spades has been exalted, apply following changes to item's traits:
-Bonus to both attack and damage rolls increases to +3
-Reducing an enemy to 0 hit points with this weapon magically reloads the weapon (ammunition must be present on person and is used for this, but it happens automatically).
-Bonus damage for Golden Gun increases to +6d8 radiant damage
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.
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: Ranged Weapon Attacks, This item requires Attunement., Reload, Misfire
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