Weapon (revolver), very rare (requires attunement by a Artificer)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

On a successful attack roll, roll a d6 three times.

The first roll determines the damage type.

Result

Damage Type

1

Acid

2

Cold

3

Fire

4

Lightning

5

Necrotic

6

Thunder

 

The second roll determines the damage dice size.

Result

Damage Dice

1

d4

2

d6

3

d8

4

d10

5

d12

6

d20

 

The 3rd roll determines how many dice to roll for damage.

Result

Dice Rolled

1

2

2

4

3

6

4

8

5

10

6

12

 

Jackpot!: On a critical hit: Deal Max Damage of the desired damage type.

Loser!: On a critical fail: The magical device overloads and explodes. All creatures in a 20ft radius from you must make a DC 20 Dex saving throw. A target takes 12d20 fire damage on a failed save, or half as much damage on a successful one. Roll a d6 to determine the damage type.

It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.


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

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Ranged Weapon Attack: Piercing, Artificer, Range, Ammunition (Firearms), Reload, Sap

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