Weapon (pistol (exandria)), very rare (requires attunement by a Fighter (Gunslinger) or Artificer )

You have a +1 bonus to attack and damage rolls made with this masterwork weapon (non-magical)

Damage 1d10 + flashpowder

Reload 6

Misfire 2

Precision tolerances: This weapon can be used in water with half its normal range

Spit Fire Before attacking you may choose to add 1 charge of flashpowder to your attack. If if hits you can add an additional 1d6 fire damage in a 5 foot radius around the target.

 Fan the Flames You can use an action to expand up to 6 shots of flashpowder at once to do 1d6 fire damage per shot fired, in a 5 foot radius sphere. Creatures caught in the radius must do a Dexterity saving throw (DC = 8 + Prof bonus + Int modifier.) The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. For each charge of flash powder used by this ability, increase the misfire chance of Arianrhod by 1 for the next minute.

This gun was comissioned to custom design specifications by Phaerille Oulzel the Third Admiral of the Orcish Navy. While the inventor is unknown, the workings however hint at Gnomish design. Tolerances in the design leave room for potential future improvements but it would require someone who is familiar with it's design.

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.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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: Damage: Fire, Ranged Weapon Attack: Fire, Bonus: Ranged Attacks, Damage: Piercing, Ignore Weapon Property: Light, Fighter (Gunslinger) or Artificer , Damage, Combat, Artificer, Reload, Misfire

Item Tags: Damage Combat Artificer

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