When an ancient galleon was torn asunder by an unfathomable entity carved from rain, squalls, and lightning, the wreckage lay dormant for over a thousand years. Biding its time, the roil of the storm itself worked the wood and rope anew, fashioning a weapon that would weaken the knees of even the most infamous of beasts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against it.
Breakaway. A pistol (Exandria) forms either half of this magic musket. You may spend 1 attack or 1 action to switch seamlessly from one form to another. It counts as a single artifact for purposes of attunement.
Rapid Repair. You automatically succeed on Tinker's Tools checks made to repair this magic weapon.
Saint of Sailors. While attuned to the Arms of Saint Elmo, you gain the following benefits:
- You are immune to lightning and thunder damage.
- You always know which way is north.
- You can cast create or destroy water at will, requiring no verbal, somatic, or material components.
- Your weapon attacks deal an additional 2d10 lightning damage.
Squall. For every 20 damage you deal with this magic weapon, you gain 1 squall point, which lasts until depleted or until you finish a short or long rest. You can spend squall points to fuel various magical features. Some of these features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Squall save DC = 10 + your proficiency bonus + your Wisdom modifier.
- Saint Elmo's Fury. You can spend 1 squall point to mark a creature within 60 ft. with a searing aura of blue-white plasma. The next attack roll made against this target before the end of your next turn has advantage, and deals an additional 1d10 lightning damage.
- Saint Elmo's Patience. While the Arms of Saint Elmo are in their musket form, you can opt to accumulate its tempestuous energy. Once per round, when you take the Attack action, you can choose to forgo making any attacks to instead gain a number of squall points equal to the number of squall points you have.
Aura of Anchorage. As a bonus action, you can spend 2 squall points to emanate an aura of serenity, like a solid rock amid the dark and thrashing waters. The aura extends 30 feet from you in every direction, but not through total cover, and lasts until the end of your next turn. You choose a number of creatures inside the aura. These creatures gain the following benefits:
- They have resistance to cold damage.
- Their movement is unaffected by difficult terrain.
- They can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.
- Being underwater imposes no penalties on the target’s movement or attacks.
- They have advantage on saving throws against spells and other magical or nonmagical effects that would reduce their speed or cause them to become paralyzed or restrained.
Saint Elmo's Hammer. If you attack a creature with this weapon and roll a 10 or higher on the attack roll, you can embed a pylon of magical seaglass into its body. When a number of pylons equal to the creature's proficiency bonus are successfully embedded into its body, it is illuminated by St. Elmo's fire, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. As an action, you can spend 20 squall points to force an illuminated creature to make three Dexterity saving throws. On a failed save, the creature takes 10d6 + 20 lightning damage and is paralyzed until the start of its next turn. A creature that succeeds on its saving throw takes half as much damage and isn’t paralyzed.
Once you use this action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Destroying the Arms. The Arms of Saint Elmo are destroyed only if the twelve souls of the crewmates who died on the ancient galleon it was formed from are located and destroyed. This reveals a thirteenth soul, a bandit captain, which appears only when the twelve souls are defeated. If this ancient entity is destroyed, the Arms of Saint Elmo lose their magic forever.
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, Damage: Lightning, Immunity: Lightning, Immunity: Thunder, Damage, Buff, Combat, Reload, Misfire
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