Weapon (palm pistol (exandria)), artifact (requires attunement)

  This small emerald with stygian steel snub nose revolver has strong ties to Camilla and her crew.  Originally it belonged to Camilla's First Mate Moxie, another Tiefling with a penchant for being quite a handful and very much like her captain.  The two were as thick as thieves and were sisters in all but blood.  It was rumored that she met an unfortunate end after trying to rob another of the pirate war lords, specifically Captain Flameheart for a special ruby that he possessed.  As the tale goes, Captain Camilla did not know Ishtar was going to rob a ruby for her and was devastated to hear that her sister was killed.  After a brutal and long winded duel, the two eventually parlayed going their separate ways.  Ishtar and Camilla had a bond so powerful, they operated in perfect harmony in battle, often their instincts taking over leaving nothing but flames and acid everywhere.

This weapon gains a +3 bonus to attack and damage rolls made with it.  This pistol deals 1d10 piercing + 2d8 acid damage or poison damage + DEX Mod (may pistol whip/club for 1d6 bludgeoning damage.)  While attuned to this pistol, you gain the Archery fighting style.  You ignore the loading property for this artifact as well as misfiring due to extensive modification of the found firearm.  You may speak, read, and write in Abyssal.

Quickdraw:  While attuned to this artifact, you gain the properties of the Gunner and Piercer feats.  A number of times equal to your proficiency modifier, you may fall under the effects of Haste without the lethargy.  This recharges on a long rest.

Toxicity:  While attacking with your bonus action, you may make two attacks instead of one.  When dealing damage with this artifact, you build up points of toxicity which you may expend.  When you build up three successful attacks, you may expend the points to fire a highly caustic shot that deals 10d6 acid/poison damage in addition to the shot.   

Dead Eye:  This weapon scores critical hits on 18-20.  This weapon also falls into the category of Heart Seeker/Head Shot (Variant Vorpal Weapon).  A number of times equal to half your proficiency modifier, you may perform a ricochet shot that allows you  to reroll a shot that you miss.  This recharges on a short/long rest.

Caustic Shot:  A number of times equal to your proficiency modifier, you may perform a ranged variation of the Eldritch Smite (Acid or Poison) that recharges on a short/long rest.  Once per long rest, you may cast the spell Disintegrate that deals acid damage. 

Acid Bath:  When you get three kills with this firearm, a sickly green glow starts to emanate from this firearm.  You may use the spell Vitriolic Sphere at 6th level and its radius is extended to 40 feet when it explodes.  Targets dropped to 0 from this spell are rendered into a glowing green mush which treats the immediate area as difficult terrain and the fumes becomes toxic causing people within the affected area to make a Con save of becomes poisoned for 1 minute.   

Siren Magic:  The following spells are added to your list of spells known and do not count against the number of spells known.  You may cast each of these spells once per long rest for free before doing so again:  Melf's Acid Arrow, Charm Person, Contagion, Hero's Feast, Heal.

  • 3 Minor Detrimental Properties:  While attuned to this artifact, your appearance changes as the DM describes (take on certain aspects of Moxie, long brown curly hair in stage once, stage two more tiefling aspects).  You are blinded and deafened when more than 10 feet from this artifact.
  • 2 Major Detrimental Properties:  When you attune to this artifact, you take 8d10 psychic damage.  One of your ability scores (STR) is reduced by 2.  A Greater Restoration cures this.
  • 3 Minor Beneficial Properties:  You gain +2 to your AC.  You know the cantrip Poison Spray.
  •  2 Major Beneficial Properties:  You know the spell Simulacrum and may cast it once per long rest.  You gain +2 to CHA.  

  

  

 

 

    

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: Light, Reload, Misfire

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