You have a +2 bonus to attack and damage rolls made with this magic weapon. In addition, this magic weapon grants an additional d6 of damage for every 50 feet you are away from a creature you are attacking up to the weapon's maximum range.
Bowman (1-7):
Crippling shot: Your next shot forces a creature to make a constitution saving throw with a dc equal to the number you roll to hit. on a failed save, the creature looses any resistances it has for 1d6 rounds. At Assassin rank, this also removes immunities. You have a number of uses of this Abillity equal to 1/4 your proficiency bonus rounded down to a minimum of 1 per long rest
Maddening shot: As a bonus action you can activate this Abillity, the next shot you make with this gun forces both you and the creature you are attacking to make a wisdom saving throw Equal to 8 + proficiency + Intelligence if artificer or Wisdom if Gunslinger. On a successful save nothing happens, on a failure, you become enraged, treating any creature as an enemy.
Rifleman (8-14):
Hell fire shot: As a bonus action you can generate a special bullet in the chamber of this rifle. this bullet deals 2d8 fire and 4d8 necrotic damage. you can generate this bullet a number of times equal to your proficiency modifier per long rest.
Lightning rod: As a reaction to taking lightning damage, you can absorb half of the damage taken into the gun. You can choose to infuse your next shot with the absorbed damage, increasing your misfire score by 3 for the attack. If you don't infuse the bullet, the lighting disperses automatically at the end of your turn.
Assassin (15-20):
Cloak of shadows (passive): While hiding, your attacks with this weapon do not reveal your location and creatures have disadvantage on rolls to find or track you.
Dark walk: As an action, you can turn yourself invisible. you remain invisible until you make your next attack and you are hidden from even true sight. you can use this ability 3 times per 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 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, Gunslinger or artificer, Damage, Combat, Two-Handed, Reload, Misfire
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