This hand cannon features a black metal finish with a spade on both sides and an upside down spade outline on the grip.
Properties: Reload (6), Misfire (3).
Aces High
While attuned, Ace has a +3 bonus to attack and damage rolls. Ace will also score a critical hit if you roll an 18 or above.
Gambler's Flame
Ace does an extra 2d6 +1 fire damage, additionally, when you get a critical that drops an enemy to 0 hit points, the enemy explodes and everyone within 5 feet has to make a DC 15 dexterity saving throw or take 4d6 fire damage, or half as much on a successful save.
Style Points
When using Ace, on your turn you can use your performance bonus to make stylish manoeuvres with this gun. Manoeuvres are 1d20 + Performance + proficiency (if you are proficient with revolvers.) You can only use 1 manoeuvre per turn.
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Stylish twirl (D.C. 10) |
If successful you swiftly twirl the revolver in your hand and can reload, draw, or stow this weapon without using an action |
On a fail, you drop the gun |
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Stylish hammer fan (Must not be holding something in offhand, D.C. is equal to the first targets A.C.) |
If successful you wildly fan the gun's 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 |
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Stylish luck (D.C. target's A.C.) |
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 |
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.
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: Fire, Bonus: Magic, killing of the previous owner or winning it in a poker or other form of gambling match, Reload, Misfire
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