Weapon (musket), artifact

Weapon cost: 2,500gp

Originally a crude and simple musket was used as a base for this weapon, though by now it has been modified beyond recognition of its original form. The firearm has the appearance of a partially wooden frame around the back with steel counterweight section just beyond the front grip. Half inlaid in the top is a long steel cylinder that feeds from a 1-cell capacity chamber. The weapon seemingly has a few thin metal rings and rods sticking out of the top for aiming, but looking down the sights after the gun is loaded will cause a series of glowing blue spell circle-esque rings to appear. These rings will adjust themselves to show the user a flight path of the bolt.

This weapon does not take gunpowder or physical projectiles, instead using manacells (see Manacells in homebrew items) as ammunition. When attacking, this weapon can target anything (not limited to creatures) you can see through the weapon's sights (this functions as a cone, not the user's field of view, as it is only through the weapon's sights). The spell contained in the current cell affects how the weapon fires. The weapon takes an action to fire, and an action to exchange the current cell for a different one.

(Note: Whenever X is used from here forward, it refers to the number of charges used in that shot.)

When the weapon backfires, the weapon deals Xd4 force damage to the user instead of firing normally. To use the weapon again, you must spend an action to fix the weapon. You can also exchange the cell during this time for free.

No matter what spell you are using, firing the weapon repeatedly (one round after another) can have adverse effects that take place when fired, listed below. The number represents how many times the weapon has been fired without pause.

  • Physical Effects
    1. No adverse effects.
    2. The user makes a DC 11 Constitution saving throw after firing, taking 1d4 bludgeoning damage on a failed save due to recoil.
    3. All previous effects are automatic and the user makes a DC 9 + X Constitution saving throw. On a failed save, the user is knocked back 5 feet and the next shot has disadvantage.
    4. All previous effects are automatic and the user makes a DC 9 + X Constitution saving throw, being knocked prone on a fail. 
  • Overcharge Effects
    • Each shot adds (X * 5)% chance to backfire. Not firing for a turn will allow the weapon's magical catalysts to stabilize, decreasing the chance of a backfire by 10%.

Spells Fired

 

When the spell is neutral (does not have a special element/type, e.g. psychic, fire, ice, etc.) the weapon fires a thin, glowing blue beam functionally the same as Magic Missile, except each bolt does 1d10 force damage automatically, so long as the target is in sight and within 180 ft. The user can choose the target of each beam. When multiple charges are used on a single target, the beams combine into a single, larger beam. When this happens, the damage dealt by that beam is now Xd10+X force damage. (Special case: X for individual beams is the number of beams combining into that specific beam.) When beams combine in this way, the target makes a Dexterity saving throw. The DC of the attack is 20 - X, and can be further changed by modifications to the weapon (see the Modifications section).

When the spell is associated with fire, the weapon fires a heavy, arcing ball of fiery magic with a range of 90 feet. When the projectile hits something, it sticks to the target and explodes for Xd12+X fire damage in a (X * 5) ft. radius area after X rounds. Any creature within that area must make a DC 13 + X Dexterity saving throw, taking half damage on a success.

When the spell is associated with water or any sort of liquid (besides lava), the weapon fires a levitating orb of tumultuous water that floats in a straight line in whatever direction it was fired at a rate of 120 - (X *10) ft. per round. If the ball comes in contact with a creature in any way (including when it is moving along its path), the creature must make a DC 11 + X Dexterity saving throw or become trapped in the water and take Xd4 bludgeoning damage per round inside of the orb and are carried with it. Once per round (excluding the first round trapped) the creature can make the saving throw again, escaping on a successful save. After travelling 120 ft. or coming in contact with a solid surface such as a wall, the orb will forcefully burst in a X * 10 ft. radius, dealing Xd10 bludgeoning damage and knocking prone any creatures in the radius. If the spell used was acid based (such as acid splash), the orb is filled with acid, and the passive damage is Xd6 acid damage and burst damage is Xd12 acid damage.

When the spell is associated with lightning or electricity, the weapon fires a blast of electricity in the area you can see through the sights. To fire the weapon, you select a direction in which to fire, as well as how many charges to use. This must be done on the turn you state your attack, and you cannot do anything else after this or the attack is cancelled. Creatures in the affected area can make a DC 20 - X saving throw to notice tell-tale arcs of electricity on the ground. On your next turn, you immediately fire the weapon as a bonus action, causing everything in the affected area to take Xd12 lightning damage. Anything out of line of sight (e.g. fully concealed behind a wall or object, excluding metal and other creatures) is not affected. Any creature holding or wearing metal will take twice the damage.

When the spell is associated with earth, rock, or does thunder damage, the weapon fires a concussive blast in a cone with a range of 60 ft. Firing the weapon pushes you back 5 ft. Any creature in the area must make a DC 11 + X Dexterity saving throw. On a failed save, the creature takes Xd4 thunder damage, and is knocked (X * 5) ft. away from you. On a successful save, the creature takes half damage and stands its ground. If the weapon was fired with a charge of 3 or more, failing the save now also knocks the creature prone and deafens it for X rounds, and on a successful save, the creature still is knocked back by half as many feet (round down to multiple of 5). If the weapon was fired with a charge of 5 or more, the range increases to 90 ft. and the ground in the area of effect becomes rough terrain.

When the spell is associated with ice or cold, the weapon fires a frigid beam in a straight line that pierces objects and creatures, but can be stopped by 5 ft. of a solid material. Any creature hit must make a DC 14 + X Dexterity saving throw or take Xd6 cold damage, taking half as much on a successful save. If the save is failed by 4 or more, the creature is frozen for as many rounds as the number it failed the save by after 4. Additionally, if the beam passes through fire or extreme heat, the number of charges is not added to the saving throw. If the beam hits a fire directly, the fire is put out and the beam is stopped.

When the spell is associated with the mind, illusions, or does psychic damage, the weapon has 2 ways it can fire. The first is a faint purple beam that can be aimed at a single creature up to 120 ft. away, which must make a DC 10 + X Wisdom saving throw or suffer one of the following effects of your choice:

  • Sickened. The creature has disadvantage on all attack rolls and ability checks for X turns.
  • Asleep. The creature falls unconscious for X turns and cannot be awoken by anything less than (X * 2) damage done to it until the effect ends.
  • Frightened. The creature uses its turn running as far as it can in away from you until it hits a wall or obvious hazard such as a pit or fire. If it still has movement left when it does so, it makes another DC 10 + X Wisdom saving throw. On a failed save, it will continue running anyways. If it hits a wall, it takes 1d4 bludgeoning damage and falling prone.
  • Panicked. The creature uses its turn attacking wildly around itself, making an attack roll against every creature in melee range.

The second is firing a bright flash of light in a cone with a range of 30 ft. Creatures in the area must make a DC 16 saving throw or be blinded for 1d4 turns. This attack only uses one charge.

Modifications

(Note: All modifications can be crafted for 750gp by a master artisan or tinkerer in markets/towns and removed for 400gp. Parts from the same category are not compatible.)

  • Specialization Parts (Augmentations that increase the power of certain spell types, but as a tradeoff make others a little weaker. Each part is highlighted with a matching color to its element.)
    • Bore Muzzle. A barrel attachment that accelerates and empowers neutral magic, allowing beams to pierce through the first creature they hit or up to 5 ft. of any nonmagical material, but all other elements now do Xd6 less damage (minimum of 1 damage will still be dealt per die). Still requires line of sight of target and cannot target a creature that has already been targeted.
    • Ignium Repeater. A full-barrel augmentation in the form of several rings along the barrel's length. Creates a feedback loop whenever fire magic passes through the barrel and directs it back through to now fire a volley of two additional shots that can land up to X * 10 ft. away from the original one. Water and ice spells fired now only produce a cloud of steam from the barrel.
    • Tidal Pressure Chamber. An underbarrel attachment that increases the magical pressure put on the orb of liquid both in and out of the barrel. Doubles both travel speed and damage done by packing more water or acid in the same space. Fire spells have a decreased power of Xd6 damage, while electric and ice spells have a 50% chance to cause the weapon to short circuit or freeze up, requiring a full turn to repair (including movement). Being interrupted while repairing will require another action to finish repairs.
    • Static Field Sustainer. The addition of four stormphrax poles running perpendicular to the barrel and held in place with a metal rings manipulate electric magic fields in spectacular ways, allowing the weapon to hold a longer and more stable charge. This lets you hold a prepared charge and aim in any direction even when moving or charging the weapon, which makes predicting the shot harder for enemies. Creatures do not make the Wisdom save to notice the charge, and any creatures hit also now must make a DC 11 + X Constitution saving throw or lose their bonus action and half their movement speed on their next turn. On the downside, using an ice or water spell will have a 75% chance to short circuit the weapon and do Xd4 lightning damage to yourself and require a full turn to repair (including movement). Being interrupted while repairing will require another action to finish repairs.
    • Concussive Amplifier. A cylinder-shaped contraption hat uses a complex array of quartz, hartwood, and titanium-weave drum membranes that work together to increase the concussive force of thunderous spells to earth-shattering levels. Creatures in the blast radius now automatically are deafened and knocked prone. If a creature fails the save, it is now also stunned for 1d4 rounds. However, knockback done to self is now 10 ft. and firing any spell (including concussive ones) will require an action to recallibrate due to the increased force and strain put on the weapon.
    • Blizzard Coil. A tight spiral of steel tubes filled with true ice wrapped around the barrel reduce it to temperatures unobtainable through the means of the material plane. The beam of cold now does twice the normal damage, and the DC for the save is increased by 3. Additionally, the spiral of the attachment create a spinning effect in the barrel, making excess frost magic swirl out into a cone centered around the beam. All creatures caught in the cone must make a DC 9 + X constitution saving throw or have their movement cut in half and have disadvantage on all attack rolls and saving throws for the next turn. On the downside, fire spells will not make it out of the barrel and water spells have a 75% chance of freezing up the weapon, requiring the use of a fire spell to be used to melt the ice buildup.
    • Skullpeircer Apparatus. One of the most in-depth modifications for the Salutis rifle, it consists of an underbarrel attachment, outer barrel lining, and a psionic crystal just under the sights, the entire contraption is a strange marriage between arcane technology and clorophyte infested stone. It increases the Wisdom save DC by 3 and adds two additional effect options, but as a consequence of the power draw of this augmentation causes all other spell types to do half damage. The two additional effects are listed below.
      • Mind Rot. The creature takes Xd12 + X psychic damage and is now insane. While insane, a creature can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A Greater Restoration spell cast on it ends this effect.
      • Hostile Takeover. For the next (X / 2, rounding down) rounds, you can use your action to take direct control of the target. The creature, unless being controlled, stands in place and cannot act on its own and is not aware of its surrounding. On its own turn, the creature may make a DC 13 + X Wisdom saving throw. On a success, the mind control ends.
  • Sight Parts (Augmentations that change the way the weapon's sights work.)
    • Hunter's Lens. A crystal lens that allows you to see the last target hit by the weapon through the sights as a illuminated silhouette, including through objects or in complete darkness up to 1 mile away. Hitting an unmarked creature or object will mark it and dispel the mark on the currently marked target, if there is one. While a mark is active, attack rolls made with the weapon against the marked target will do an additional Xd4 damage, but attacks against any unmarked targets do Xd4 less damage (minimum of 1 damage will be dealt). The mark lasts for 24 hours or until the marked target dies, and can be dispelled using an action.
    • Reflex Reticle. A semi-intelligent mechanism that automatically locks onto and alerts its user of incoming threats. When a melee attack is made against you, you can use your reactions to fire off 1 charge of whatever spell is currently loaded. If the attack hits, you roll Dexterity versus the creature's attack roll. If you win the contest, you avoid the attack. As a drawback, the sight must recalibrate itself during your next turn, making any attack you make with the weapon during that time have disadvantage (creatures have advantage on saving throws against your attack).
    • Relentless Aperture. If you make an attack against the same target as you did the last turn, the target automatically fails any saving throws against your attack. However, changing targets after making two attacks against the same one gives the attack against the new target disadvantage (creatures have advantage on saving throws against your attack). Not making an attack right after another will cancel this effect.
  • Stock Parts (Augmentations to the weapon's stock that changes or supports other augmentation effects.)
    • Padded Stock. The addition of extra padding and a shock absorbing coil in the stock decreases the recoil and allows you to keep sight of your target without having to reorient yourself. All physical effects of repeated firing do not take effect until 2 turns later than usual. This augmentation does not affect weapon overload.
    • Redirection Apparatus. A mechanism built into the stock that absorbs and stores some of the recoil force in itself for use as a mobility and defensive tool. When firing the weapon, the stock gains force charges equal to the number of charges used in the shot, storing up to 10 blast charges. These charges can be used on the following actions:
      • Evasive Discharge. When you are the target of an attack, you can use your reaction and 2 force charges to add +3 to your AC by pushing yourself to the side. This ability physically moves you 5 ft.
      • Concussive Lunge. As an action, you can expend 5 force charges to thrust yourselves up to 15 feet forward. Hitting a creature with this action will deal 2d6 bludgeoning damage and stops your movement right in front of it. That creature must make a DC 14 Constitution saving throw or be stunned for 1 round. You can use Evasive Discharge as a bonus action after using this ability, but only in the opposite direction you moved with the lunge.
  • Technical Parts (Augmentations that change certain technical aspects of the weapon.)
    • Etheric Stabilizers. The addition of internal mechanisms that assist in the reduction and prevention of catalyst overload. So long as you have not fired the weapon last turn, firing the weapon does not increase charge, but still prevents the chance from going down. The rate of stabilization goes from 10% to 20% per round. As a downside, the weapon cannot fire more than 3 charges in a single shot.
    • External Cell Socket. A wrist-mounted device that is attached to the weapon by a durable cable and has a slot for an additional manacell. This increases the weapon's capacity to be that of both cells, but both cells must be inserted for the weapon to fire. Additionally, the damage from a backfire is increased to Xd6 force damage and the user must roll a d6. On a 4 or below, the external cell is destroyed. On 2 or below, the cell loaded in the weapon is destroyed as well.
    • Vampiric Bayonet. A underbarrel adamantium blade with glowing blue lines running through the length of the blade. With this, you can use the weapon as a lance, dealing the same damage as one (1d12 piercing with reach). Hitting a creature in this way adds 1 charge to the currently loaded cell.

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.

Notes: Loading, Range, Two-Handed, Ammunition (Firearms)

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