Weapon (musket), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. Requires Attunement 

Sentient weapon

Born from wild magic and given a second chance at life, this musket holds the soul of previously deceased Arthur Windstrife. The musket in question has changed in appearance to reflect the being within. The white musket is inlaid with a golden thorn tree, warm to the touch and smooth the weapon seems to vibrate with energy waiting to erupt at the drop of a coin or a pull of the trigger 

Quickdraw: This weapon can be stowed and drawn as a bonus action, when combat begins this feature can be used to re-roll your initiative which you can choose to keep your current initiative or use the new roll

Deadeye: Upon a critical hit you can re-roll 1 damage die and must use the new roll

Last chance: Upon activation of this ability your next attack with this weapon has double its normal range, double its damage die and advantage on attacks and you may choose the damage type. however, after this ability has been used the user takes a point of exhaustion (1 charge, resets on long rest)

 

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 masters 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.

Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Magic, Damage, Combat, Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Item Tags: Damage Combat

Goodloser108

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