Weapon (pistol (exandria)), very rare (requires attunement)

This weapon is fashioned from brass, magical dark-wood and traced with veins of platinum. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This pistol has 10 charges which you can consume as a reaction on your turn to trigger one of the following effects when you take a shot.


 Summon sister firearm. As a reaction on your turn you can spend 3 charges to summon one of the sister firearms of the Ambush Flintlock:

- Pitfall Blunderbuss. You summon a blunderbuss and make an attack with it. On a hit the target is pushed 30 feet from you. As soon as you roll damage for the attack, the blunderbuss disappears. On a roll of 19-20 on your attack roll with this blunderbuss, the target takes an extra 6d6 force damage.

- Bushwhacker Musket. You summon a musket and make three attacks with it. On a hit the target must make a successful DC 19 Strength saving throw or drop any item you choose 20 feet in a random direction (the item can be worn carried or held at DM's discretion). On a roll of 19-20 on your attack roll with this musket, the target takes an extra 1d6 force damage.

- Surprise Cannon. You summon a hand mortar and make an attack with it. On a hit the target and each creature within 20 feet of it take an extra 6d6 fire damage. On a roll of 19-20 on your attack roll with this hand mortar, the targets take an extra 6d6 force damage.

As soon as your turn ends the summoned weapon disappears.


 Trick bullet. As a reaction on your turn you can spend 1 charge to apply a magical effect on the next bullet you shoot:

- Acid. The target must make a DC 17 Constitution saving throw, on a failed save it has disadvantage in the next attack. 

- Blindness. The target and all other creatures within 5 feet of it must each make a successful DC 19 Dexterity saving throw or be blinded until the end of your next turn.

- Concussion. The target and each creature within 5 feet must make a successful  DC 19 Constitution saving throw, or be knocked prone.

- Entanglement. The target must make a successful DC 19 Dexterity saving throw or be restrained until the end of your next turn by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 19 Strength check.

- Paralysis. The target must make a successful DC 19 Constitution saving throw or be paralyzed until the end of your next turn.

- Tracking. The target must make a successful DC 19 Wisdom saving throw. On a fail, for the next 24 hours, you know the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, you knows which one, but not the exact location there.

- Silent. Your next shot makes no noise and is untraceable.

- Teleport. Your next shot teleports you within 5 feet of the target creature of the attack. 


 Additionally, after expending any amount of charges, you can use a bonus action to turn invisible for 1 minute. The invisibility ends early if you attack or cast a spell.


 

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, Damage, Combat, Reload, Misfire

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Item Tags: Damage Combat

Rodrilin

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