Ace-6 Gambler is a revolver that has a chance to do massive damage or do no damage, even to do damage to the user.
The damage of The Ace-6 Gambler does normal Revolver damage. But the Gun has a mechanic of rolling Dice.
Gamble: By spending one charge, you are able to roll a D6, rolling this can have different reactions, some good, some bad. The 6 options that can happen are as follows
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6: 3x damage boost
5: 2x damage boost
4: +5 extra damage
3: No damage boost
2: No damage at all
1: Major Malfunction-The GM is able to choose what happens when you roll a 1, it can be anything, from taking damage, to killing the wrong person, etc.
This weapon has 5 Charges per long rest.
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: Range, Ammunition (Firearms), Reload, Sap
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