This pistol is covered in convergent energy, featuring a large celestial sapphire that has been carved and forged into the chamber. It is silver in origin, polished by stardust, and gives off a pearlescent oil finish. When readied, it begins to glow with energy and constellations of stars dance across the barrel.
Notes: Damage: Radiant, The Arcannum is imbued with the power of the stars themselves. Roll 1d6 to determine the additional effect. 1=fire 2=lightning 3=necrotic 4=acid 5=cold 6=force Roll 1d8 for the amount of damage. This is in addition to the primary damage done by the Arcannum. Charge consumption must be declared before you roll to hit as the sapphire chamber must spin up for it. You may not use the charge as a bonus action., Arcannum - Radiant Pistol - Requires Attunment, Damage, Utility, Reload, Misfire
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: Radiant, Bonus: Ranged Attacks, The Arcannum is imbued with the power of the stars themselves. Roll 1d6 to determine the additional effect. 1=fire 2=lightning 3=necrotic 4=acid 5=cold 6=force Roll 1d8 for the amount of damage. This is in addition to the primary damage done by the Arcannum. Charge consumption must be declared before you roll to hit as the sapphire chamber must spin up for it. You may not use the charge as a bonus action., Arcannum - Radiant Pistol - Requires Attunment, Damage, Utility, Reload, Misfire
Previous Versions
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