Weapon (pepperbox (exandria)), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Sun
When you score a critical hit with this weapon the target takes an additional 2d10 radiant damage.

Dawn
You can use your bonus action to make each creature within 20 feet of make a DC 16 dexterity save or suffer from the effects of Faerie Fire until the end of your turn. Once you use this effect you cannot use it again until next dawn


Day Cycle
If you are attuned to Artemis, this weapon becomes light, Artemis gains the Sun feature of this weapon, you can reload this weapon without a free hand while Artemis is occupying your other hand. This weapon loses the Dawn feature and is instead replaced by Dusk Till Dawn.

Dusk Till Dawn
You can use an action to move up to your movement speed, each creature within 20 feet of your destination must succeed on a DC 20 dexterity save or suffer from the effects of Faerie Fire until the end of your next turn. Then at the end of your turn you can make an attack roll at each creature of your choice within 20 feet of you; once with Artemis once with Apollo (this does not ignore the ammunition property). Once you use this feature it you cannot use it, or Dusk from Artemis and Dawn from Apollo until next dawn.

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.

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, Combat, Reload, Misfire

Previous Versions

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Item Tags: Damage Combat

DmOwen

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