Trick Weapon (Carbine)
Carbine: Martial Weapon, Ranged (60/120), 2d8+1Piercing Damage, Properties Ammunition, Loading, Range, Two-Handed.
This unique carbine bears to vertically mounted barrels. It only has a single hammer, and one of the barrels appears to be filled with a strange, purplish gem. The secondary barrel was obviously added later on. However it is finely made with a level of skill that rivals the masters. When attuned this weapon you gain +1 on attack and damage rolls.
Trick Weapon
as an action you can grab the barrels and twist, swapping their places. When the gem filled barrel is on top it flares with arcane light on each shot. If you listen, closely you might even hear it humming as I’m in anticipation of the next shot.
Untransformed
as a reaction to being the target of an attack, you may fire at the aggressor. On hit the target takes damage as normal and their attack is wasted. You may use this ability after a successful attack but before the damage roll. Because of the weapon’s fine make, it suffers no disadvantage at long range.
Transformed
In this state the weapon ignores the loading property. All attacks in this state produce a 15ft cone or line (player’s choice) from the barrel that deals force damage. Targets in the area of effect must make a DC 15 dexterity saving throw. On a failed save targets take 2d8 force damage. On a successful save targets take half as much damage. This attack does not benefit form bonus to attack and bonus to damage rolls. Additionally, you may cast Magic Missile and number of time equal to your proficiency bonus, regaining those uses after a short or long rest.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
Previous Versions
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10/12/2022 11:54:10 PM
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1.0
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10/13/2022 11:45:09 AM
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1.1
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10/13/2022 6:38:58 PM
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10/13/2022 6:41:45 PM
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Coming Soon
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