"A proto-type meant for the army of Celestials. Forged by the famous Priest Vulcan Iron-Heart. Hard Steel hammered with the bones of a Titan. Scorched and twisted in a Volcano on the 1st Planet. Quenched in the blood of the Vengeful. A weapon with the fury of heaven and hell yet armed with the blade of Judgement." This Gun is fueled by the Prayers to the Forge. With a religion check, DC of 20. You can fire a blast that deals extra 2d8+Religion Modifier. The Gun also has an Axe head towards the end of the Barrel, you can make an attack using the same Attack option but for melee range of 5ft. You deal 2d8+Dex. Both Ranged and Melee are counted as magical attacks, This gun may either use a religion check referenced or regular blunderbuss ammo. Blunderbuss ammo doe's not grant the bonus radiant damage. This is a prototype gun so for this Weapon the only way to fuel it with Prayer is on an empty chamber.
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: Radiant, Reload, Misfire
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