Weapon (revolver), legendary (requires attunement by a by winning it in a game of gamble or killing the previous owner)

Ace of Spades (Dragonborn/Trollskull V1, dormant)

High Aces

While attuned this weapon gives a bonus of +1 (dormant), +2 (exalted) or +3 (awakened) to attack and damage rolls. Additionally, if you score a 19 (exalted) or a 18 (awakened) it counts as a critical hit.

Gamblers Flame

Ace deals an extra 1D6+1 (dormant), 2D6+1 (exalted) fire damage. Additionally, if you score a critical hit, that drops an enemy to 0 hit points the enemy explodes and every creature within 5 feet has to make a dexterity saving throw DC15 and take 2D6 (dormant), 3D6 (exalted) or 4D6 (awakened) fire damage on a failed save or half as much on a successful one. 

 Stylepoints

Everytime you use Ace in one of your turns, you can use your charisma modifier as a bonus for stylish maneuvers. For a maneuver use 1D20 + your charisma modifier + your proficiency bonus. You can only use one maneuver per turn.  

Stylish twirl (dormant)
(DC 10)

If successful you swiftly twirl the revolver in your hand. You can pull it, reload it or stow it away without using an action.

On a fail you drop the weapon.

Stylish hammer fan (exalted)
(DC = AC of the first target)

If successful you wildly fan the guns hammer and can use a multiattack action to attack one or multiple targets in quick succession (one attack for every bullet left in the cylinder.) You must make separate attack and damage rolls for each attack.

On a fail your gun jams and you must spend 2 turns fixing it. Alternatively you can use a skill check with your tinkerers tools DC15 to repair the weapon. 

Stylish luck (awakened)
(DC = AC of the target)

You unload all bullets accept 1, if successful the bullet does 3x the damage rolled.

On a fail you don't fire and you turn immediately ends.

 Aces cylinder has place for 6 bullets. After firing all bullets you have to use an action to reload. You need a free hand to reload.

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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Damage: Piercing, Damage: Fire, by winning it in a game of gamble or killing the previous owner, Damage, Combat, Artificer, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat Artificer

MordoAmberlily

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