Description: A powerful magical pistol that uses Special ammo and shoots a beam of Fire that shreds opponents. Made by Master artificers these weapons seem to only be found in Wild space/The Astral Sea on notable pirate captains and on High level members of a factions Navy
Cost: 5,000 gold
Damage: 3d6 fire damage
Weight: 5lb
Range: 40/120
Properties: reload(3), misfire(4), maintenance(6)
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: IMPORTANT: while this isn't my first time making a magic item/ new weapon with the release of spell Jammer and the fact I currently don't have anyone to test my magic items on so I decided to open a D&D Beyond account start posting my ideas here. So please give me as many suggestions as possible on how to phrase things and what to rebalance it would be appreciated I hope you enjoy. Also sorry for my terrible writing skills I'm just shit at writing. HOW THE WEAPON LOOKS: The weapon probably looks like a volkite pistol from Warhammer 40K that reloads similarly to a laser pistol from Fallout 4 that's made out of wood, brass, copper, a little bit of iron, glass, and crystals. AMMUNITION:This weapon uses special ammunition called Red Crystal Chambers which cost around 800 gold. To make this ammunition you require a level 12 or higher artificer with proficiency in smithing tools, a flame ruby (A Magical Gem that has magic flame infused in it they naturally appears in Wild Space/The Astral Sea but your DM can decide where and how it appears in Wild Space/The Astral Sea. It worth 500 gold), 50 gold worth of tempered glass, brass, copper; small magnets. It as well takes about 2 hours to manufacture. MAINTENANCE: This is a new property made because I thought it would be cool, I just want to see if it was a good idea or not so I decided to test it out on this. Each time your gun misfires you lose a maintenance point (think of Maintenance as your weapons health bar and each time you misfire you lose one Health off your weapon) each maintenance point you lose your misfire score increases by one and you get a -1 to hit. If you critically fail (the dreaded Nat 1) you lose half of your total maintenance points. Once you lose all of your maintenance points the weapon is unusable until you pay a qualified person to fully repair it (this depends on what weapon, and weapon complexity). You can regain one maintenance point by either paying a qualified person or spend an hour and making a successful smithing Tools check (DC equal to 12 + maintenance points), Combat, Reload, Misfire
Comments