Weapon (revolver), artifact

A midnight black revolver with gleaming gold inlay, rounds fired from it are encased in black flame. The spade design on the handle will heat when blood is spilt, warning its bearer. One of four.

Gambler's Ace: When attacking, a 1 also counts as a critical.

Showman's Spades: When wielding the Ace, you have advantage on all deception, sleight of hand, and performance checks made.

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: Necrotic, Range, Ammunition (Firearms), Reload, Sap

ManateeRex

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