Weapon (revolver), very rare (requires attunement)


"Allow us to play a game." - Auxil Steelhand, The Original Wielder

The Revolver is crafted with a black metal, with gold strikes struck into the handle, the number changing depending on how many times theres a different wielder.

 Attuned by the new wielder killing of the previous wielder of the weapon

Gamblers Reward

While attuned, The Roulette gains +2 Damage per hit. When rolling for a hit, if a natural 18 or 19 is rolled, counts as a critical.

 

High Risk High Reward

When rolling for a hit, if a natural 2 or 3 is rolled, it counts as a critical failure.

 

Gamblers Folly 

While using The Roulette, if a critical failure is rolled, the gun forces the user to turn the gun on themself.

Requiring a 16+ Wisdom saving roll in order to prevent the user from shooting themself.

If the Wisdom saving roll is failed, the user will fire at themself, shooting themself in the chest, or if at low enough health, the head.

Upon the user firing at themself, it is guaranteed to hit, the shot being a critical hit.

 

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: Damage: Piercing, Range, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2023 9:09:54 AM
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CoconutKingReal

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