Wreathed in pulsating veins and nerves this Arcanic Shotgun is made from the body of someone who wronged the Gods long ago. Their soul and mind bound to the service of whomever feeds it an item of significant arcanal focus. Only when a shot is missed is the poor being momentarily freed from its shackles, enabling it to revolt for but a moment, sinking broken teeth coated in the venom of rage and grief. Once bound to a master, the weapon accepts no other. Any attempts at others using it result in a ferocious attack as the weapon grapples the attempter, using them as sustenance to fuel its growth. Some say that one can hear fleeting calls of help coming from the gun, when left alone with it.
Magical Ammunition:
Expending 6 Sorcerer points enables the wielder to summon an amount of ammunition equal to the amount of points used.
Ravenous Feast:
This gun has consumed an untold number of people, yet only 3 have affected it in a profound way.
+3 to hit with this item. Additional bodies consumed repairs the gun.
Note- An action is required to convert spells into ammunition, with the ammunition lasting 2 rounds if not used.
Note- Only spells that the wielder has and that can deal damage may be converted into ammunition.
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: Damage: Poison, Damage: Psychic, Poisoned, Feed your arcane focus to it, don't worry. It'll be fine :), Reload, Misfire
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/2/2022 9:16:51 PM
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2
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1
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5e
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Coming Soon
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