This shotgun-like weapon is forged from jet-black steel. Three barrels protrude from its wooden handle, which hum and rotate when fired. Although certainly recognizable in design as a firearm, you have never seen anyone - including the Izzet - use a weapon of similar construction or with these materials. On the top of its casing lie three perfectly spherical divots, about 2 or so inches across, almost as if something was ment to fit there.
Firearm, Martial Weapon, Ranged Weapon
8lbs., 1d8 piercing, ammunition (20/40 ft.), Ammo 5GP, Reload 3, Misfire 3
All Three Barrels. By spending 1 grit point, this weapon can be fired in a cone with a range of 10 feet. When used as such, it deals 3d8 piercing instead of its normal 1d8. This cone attack ignores the disavantage from using ranged weapons in melee range. This attack uses all the remaining loaded ammo.
Flux Charger. The mechanisms within this weapon imbue its ammunition with arcane energy. Attacks made with it count as being magical, though this does not give it any damage bonus unless actual magical ammunition is used.
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.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
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.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Ranged Weapon Attack: Piercing, Range, Two-Handed, Ammunition (Firearms), Reload, Push
Previous Versions
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