Weapon (revolver), rare (requires attunement by a gunsmith or someone using 2 magical straps to keep the gun from randomly exploding at the end of Monday every week. (Buy them from a gunsmith for 1 GP each))

This is a fancy purple and black automatic revolver that acts almost like a mini gun and is vulnerable to explosion. It can carry up to 300 bullets at once, (small ones), and can shoot around 50 bullets per second. But, if you do want to fully unload a magazine, well good luck having it not explode. This revolver is meant for risky situations, or clearing a crowd. 

Stats:

Each bullet does 1d4 - 1 piercing damage at a range of up to 40ft, and up to 160ft with disadvantage. No modifiers can apply to this. This is fixed damage, unless the DM wants to make this overpowered. Due to the massive recoil on this gun, certain ranges of rolling to attempt to strike the Armour class affect how many bullets hit. If you roll less than half of the Armour class, nothing hits. If you roll up to 3 less than the armour class, 1/4 of the bullets shot hit. If you reach the armour class goal, 1/2 of the bullets hit. If you roll 3 more than the armour class, then 3/4 of the bullets hit. If you roll more than twice the armour class, then ALL the bullets hit. There is also a chance after every time you use the gun, it might explode. After usage, roll a dexterity saving throw equal to 5 + 3 for every 50 bullets shot. If you roll less then half, the gun explodes at the end of the round dealing 5d8 force damage in a 10ft radius and can no longer be used until repaired by a gunsmith. If you don't make the saving throw, then the gun explodes at the end of the round dealing 2d8 force damage in a 10ft radius and can no longer be used for 2 turns. If you make the saving throw, nothing happens. Due to the massive amount of bullets in the gun, and how it is automatic, the Kapow Revolver 1801 takes one whole action to reload. If the gun is going to explode, another player can take it and throw it for an action to keep the user safe from harm, as the user has already used their action to shoot.

Conditions that can be applied:

Blinded 1 Round

Only happens if more than 100 bullets hit the target. Only affects the target getting shot

Stunned 1 Round Only happens if the target is hit by more than 200 bullets. This affect can only happen to the target getting shot.
Frightened 3 Rounds Only happens if the target is hit by more than 250 bullets. Only affects the target getting shot.
Deafened 2 Round Only happens if the target is hit by 300 bullets. Only affects the target getting shot.
Stunned 1 Round Only affects targets hit by explosion due to the gun exploding.

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: gunsmith or someone using 2 magical straps to keep the gun from randomly exploding at the end of Monday every week. (Buy them from a gunsmith for 1 GP each), Range, Ammunition (Firearms), Reload, Sap

Sainbanguard

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