Weapon (hand mortar (exandria)), rare

"I didn't have 400,000 gold."

Cannons are for ships- that much is clear. Even the greatest artificers can become a little overzealous. This handheld alternative is sleek and compact, built from a proprietary dark elf blueprint. The same brushed steel is built into the same frame of solid moongold. Something resembling a lever-action trigger underneath gives the whole apparatus the appearance of a snub-nosed shotgun.

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

Moongold. You have advantage on saving throws against being frightened and against madness. This magic weapon deals an additional 1d4 damage to any creature it hits that is not a humanoid.

Infusions. As a bonus action, you can rotate the dials on the cannon to infuse the loaded ammunition with magic. The next attack you make deals magical damage, and you choose the nature of the infusion from the following options.

  • Forceful. On hit, the target takes an additional 1d6 bludgeoning damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be pushed up to 15 feet away and knocked prone. Alternatively, if you are standing on a solid surface and instead fire the cannon directly at your feet, the explosion pushes you into the air and you land in a square of your choice within 30 feet of the explosion’s origin.
  • Incendiary. On hit, the target takes an additional 3d4 fire damage.
  • Unstable. On hit, the target takes an additional 1d8 cold damage, and the terrain in a 10-foot radius centred on the target is coated in an arcane mist, becoming difficult terrain for 1 minute.

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: Bonus: Magic, Reload, Misfire, Explosive

bittermixin

Comments

Posts Quoted:
Reply
Clear All Quotes