Weapon (revolver), rare (requires attunement by a ranger, artificer, or fighter)

When attuned to this item, the wrist-bearing hand cannon comes to life in a whirl of changing colors. With eight barrels, each faintly glows different colors corresponding to different effects.

On an attack with this weapon roll a d8 to affect what damage type you deal. Once determined roll a d6 damage for the corresponding damage type.

When rolling for an attack, on a 20, you may choose the damage type instead of rolling for it. Additionally, on a 1, you deal the damage type to yourself and must take your bonus action to unjam the weapon.

This magic weapon gives you a +1 bonus to attack and damage rolls.


  1.  Cold Damage
  2.  Fire Damage
  3.  Lighting Damage
  4.  Acid Damage
  5.  Necrotic Damage
  6.  Radiant Damage

 

 

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: Bonus: Magic, ranger, artificer, or fighter, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

Leoreojr

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