"Folding was never an option"
Golden Dawn
Speaking the activation word causes the weapon to glow brightly, covered in spectral flames and casting a feint light up to 30ft. From then, each round does an additional 2d4 radiant damage. Rounds fired at this time cannot misfire (misfires count only as missed shots.). This effect lasts for One Minute, until all rounds have been fired, the weapon has been reloaded or dropped/disarmed. Recharges uses once every dawn.
Fire fly
Critical hits resulting in 0 hp due to this weapon causes enemies to explode for 2d6 fire damage to enemies who fail a dexterity save of dc 10 +int modifier within 10 ft of the creature effected.
Fan the Hammer
Ace's hammer can be repeatedly slapped in order to fire more rounds successively at a disadvantage the further the target, 2 shots may be taken doing 1d4 per shot, within 15ft no disadvantage will be included with either shot other then those imposed by target. This function can not be used with golden gun.
Trick Reload
as an action player can roll 1d20 to decide how many bullets reloaded in one action(2-7 being bullets 1-6, 1 being a fail and dropping bullets instead, wasting turn to pick them up). If 18-20 is rolled, player can take one shot immediately right after rolling.
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.
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: Extra Attacks, Damage: Radiant, You have a +1 bonus to attack and damage rolls made with this magic weapon., Damage, Combat, Reload, Misfire
Previous Versions
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8/6/2022 10:56:44 PM
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8/7/2022 1:38:04 AM
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Coming Soon
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