Weapon (musket (exandria)), legendary (requires attunement by a Artificer, Fighter, Ranger, Warlock)

Tier 6

Raid Gear

Reload (3 shots), Misfire (2)

"Oi you human git! Ya' point the business end at ya' target and fire, don't point it at ya'self! Actually... No point it at ya'self and pull the trigger. One less fool for me ta deal with!" - Vonrus Aethersmith, Dwarf Artificer

The Aethershot Rifle is a specially designed dwarven musket used to snipe multiple targets from afar. Whereas most muskets require the wielder to reload after each shot, the Aethershot Rifle has been effectively designed to fire 3 shots before a reload is required. This weapon however, is part of the first batch of prototype rapid fire muskets. This one just happened to find the balance between accuracy, power and number of shots and so passed the test to be used on the field.

You have a +5 bonus to attack and damage rolls made with this magic weapon. In addition, your Dexterity score increases by 2.

Raid Power: If you do not move on your turn and take the Attack action, attacking with this weapon. Before rolling, you can use a bonus action to carefully aim this weapon, granting you advantage on all subsequent attack rolls. In addition, critical hits are scored on a hit roll of 19-20. On subsequent turns, so long as you do not move under any circumstances you remain in this aimed state.


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.

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: Bonus: Magic, Bonus: Ability Score Maximum, Bonus: Dexterity Score, Artificer, Fighter, Ranger, Warlock, Damage, Combat, Two-Handed, Reload, Misfire

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Item Tags: Damage Combat

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