You have a +2 bonus to attack and damage rolls made with this magic weapon.
Reload 6, Misfire 1, Ammunition
The Ace of Spades is a pepperbox revolver with six rotating barrels. As a breach-loading weapon, the entire barrel ring slides forward. The gun is platinum-plated with a hickory and obsidian stock. Anselm Maulinark's version of the Maulinark Arms logo is set into a silver, cobalt, and obsidian shield. His initials are etched into the bottom of the body, and Marin Vanier's name is carved into the stock. At the base of each barrel, an alchemical symbol glows, each one a different color. The symbols represent the four elements, the sun, and the moon. You can do an additional 1d10 fire, lightning, radiant, force, cold, or necrotic damage based on the barrel being fired from. Each elemental barrel can only be used once before reloading. For example, if you fire the lightning barrel, you have to reload that specific barrel to do it again. You can't choose to shoot six lightning shots regardless of the active barrel. You can, however, choose to skip a barrel as a free action.
Barrel Order (clockwise): fire, lightning, radiant, force, cold, necrotic.
Attunement:
When attuned, a wielder is granted the ability to cast unique spells and abilities by consuming charges held by the Ace of Spades. The Ace holds up to 4 charges, and regains an expended charge every dawn.
Recompense. You can spend one charge to cast Hellish Rebuke at 1st level. Additional charges can be spent to increase the spell's level, with a maximum of four charges to cast at 4th level.
Ace Shield. As a bonus action, you can spend two charges to activate one of the Ace of Spades’ barrels and provide temporary resistance from one of the six barrels' elements (fire, lightning, radiant, force, cold, or necrotic). You may cast this on yourself or any creature you can see within 30ft. The affected creature gains resistance to that element for 60 minutes, and has advantage on Constitution Saving Throws. This counts as casting a spell, but you can still cast a spell as an action after using this ability on the same turn.
Flame's Godchild. This passive ability is only granted to those the Ace accepts(See Sentient Weapon description below). The wielder becomes resistant to fire damage whenever the Ace of Spades is in their possession and attuned, so the wielder may choose a second element to be resistant to when casting Ace Shield. Fire resistance does not stack. The wielder may also choose to use fire damage in their attack regardless of what elemental barrel their bullet is fired from.
Sentient Weapon:
The Ace of Spades is a sentient weapon that contains a fragment of the Ly'Kari Flameheart's soul. It has the ability to sense the intentions of any wielder attuned to it, and can place a curse on them due to magic imbued by one of its prior owners. If the wielder's intentions do not honor freedom, justice, and forgiveness, the curse will manifest as strokes of terribly bad luck and nightmares, and the misfire score of the Ace of Spades becomes 15. The wielder may be driven made by reoccurring visions of fire and ruin, and suffer regular misfires. This bad luck can also lead to some of the barrels closing off their magic to the wielder.
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: Magic, Damage: Fire, Damage: Lightning, Damage: Radiant, Damage: Force, Damage: Cold, Damage: Necrotic, creature proficient with firearms. Attunement is optional to unlock certain abilities., Combat, Sentient, Reload, Misfire
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