Weapon (bad news (exandria)), common (requires attunement)

You learn an attunement ritual that transforms a one-handed melee weapon into a weaveblade. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. If the weaveblade was made from a weapon with magical properties, those properties persist.

The weaveblade is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. The weapon is composed of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. The blade deals radiant damage and its damage dice are 2d12. You can use the weaveblade as your spell casting focus.

You can have up to two weaveblades created this way. If you attempt to create a third weaveblade, you must break your attunement with one of the other two weaveblades, which reverts the transformation back into the weapon it was previously.

This item adds proficiency with Firearms, this only applies to the weaveblade. This weapon will show up on your character sheet as a ranged weapon. This is considered a melee weapon with a reach of 5 ft. Ignore all references to Firearms, Misfire, Range, or Reloading. Ignore everything after this point.

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: Proficiency: Firearms, Replace Damage Type: Radiant, Weapon Property: Finesse, Weapon Property: Light, Ignore Weapon Property: Two-Handed, Ignore Weapon Property: Reload, Ignore Weapon Property: Misfire, Damage, Combat, Focus, Two-Handed, Reload, Misfire

Previous Versions

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1/22/2023 8:00:27 PM
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Item Tags: Damage Combat Focus

Mairondil

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