"Folding was never an option." - Cayde-6
Reload.(6), Misfire.(3)
Explosive. Upon a hit, everything within 10 ft of the target suffers 2d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Dormant
Corkscrew Rifling
Balanced barrel
- Slightly increases range and stability
- Slightly increases handling speed
(Increase range by 10 feet)
High-Caliber Rounds
Shots from this weapon knock the target back farther.
- Slightly increases range
(Increase range by another 10 feet. On a hit with a this weapon, the creature must make a strength saving throw, DC 16, on a fail target in push back 5 feet.)
Firefly
Precision kills with this weapon increase reload speed and cause the target to explode, dealing Solar damage to nearby enemies.
(After a critical hit, you get to use the reload action as a bonus action, and use the Explosive mechanic above.)
Smooth Grip
This weapon is slightly easier to hold and aim.
- Slightly increase stability
- Slightly increase handling speed
(The stow and drawn action can be use as a free action)
Awakened (Catalyst)
Memento Mori
Grants radar while aiming down sights. Bonus damage after kill-reload.
(when attune with this weapon, you get blindsight up to 10 feet. After getting a kill then reloading afterwards, the first 2 shots of the magazine get additional D12 to damage roll.)
Funeral Pyre
Firefly deals more damage while Memento Mori is active.
(While Memento Mori is active Firefly gets additional 2D8.)
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: Damage: Fire, Reload, Misfire
Previous Versions
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10/26/2022 3:55:33 AM
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