You have a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, this weapon has been magically infused with Zion's Deck of Cards. This grants it the ability to randomly generate elemental, magical ammunition infinitely. Upon a hit with this weapon roll a d20 + Prof., if the roll exceeds a DC set by the DM roll 1d10 of the elemental damage type, if you fail the check roll a d8. Also, upon a hit, roll a d4 to determine the elemental damage type and the effect that takes hold. The suit of the ammo determines its elemental damage type.
1 Hearts: Radiant Damage When dealing damage with a card of the hearts, you roll 1d4 per dealer level, add your Constitution modifier, then halve that. You gain that many temporary hit points.
2 Diamonds: Lightning Damage When dealing damage with a card of diamonds, the target feels an electrical surge rush through their body and must make a DC 10 Constitution saving throw or else they become paralyzed for 1 round. While paralyzed, the target cannot take reactions or bonus actions, nor can they move. DC raises to 15 at 10th level and 17 at 15th.
3 Clubs: Fire Damage When damage is dealt with a card of clubs, there is an overwhelming sense of warmth that rushes over the target, which then turns into a burning sensation. The target must make a DC 10 Constitution saving throw or else be caught on fire. DC raises to 15 at 10th level and 17 at 15th. Enemies on fire take 1d10 fire damage each turn unless they take an action to douse the flames.
4 Spades: Cold Damage When damage is dealt with a card of spades, the chilling aura of the king or frost envelops the target, chilling them to the bone and reducing their movement speed by half for 1 round. They are also not able to take reactions while under this effect.
Range is 80ft.- 140ft.
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, Two-Handed, Reload, Misfire
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