This revolver usually fires without making noise or emitting a flash from the firearm, unless a misfire is rolled. Misfire value is 6 and once rolled the firearm will sound with a deafening blast that will leave anyone within 10ft deaf for 1d4 rounds. A misfire of 2 and below will also deal 6d6 elemental damage to everyone within 15 feet with a DC20 saving throw to take half. Roll a d6 to determine the type of damage, table below.
Misfire damage table:
1 Fire
2 Ice
3 Lightning
4 Acid
5 Necrotic
6 Radiant
The revolver doesn't need ammunition to fire, instead operating off of life-force itself. Every morning at dawn the revolver is loaded with six shots, each a different type of damage. Once all six shots are fired the revolver can be reloaded by draining 15hp via hollow spikes that shoot out of the handle (DC15 cons save to prevent dropping the revolver). This can be circumvented by killing a creature. If this revolver deals a killing blow a mote of life energy can be seen shooting from the corps to the revolver. The revolver will glow with a sickly purple aura until the sixth shot is fired at which point the cylinder will spin rapidly and the revolver will be reloaded.
The reloading process takes one full round action unless the user has the gunner feat, if they do the reloading process takes a single action.
The revolver's damage rotates in this order and cannot be changed. Fire, Ice, Lightning, Acid, Necrotic, then Radiant.
Quickfire Critical
When you score a critical with this revolver another shot rings out in quick succession. This shot has to be rolled like a normal attack but the misfire values both increase by 2 (8 and 4). If the second shot is a critical then the process happens again, further increasing the misfire values by 2 (10 and 6).
Quickfire Critical can only occur a number of time equal to the shots left in the revolver before reload. Each shot takes ammo like a normal shot and still goes in order like normal.
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: Weapon Property: Light, Damage: Fire, Damage: Cold, Damage: Lightning, Damage: Acid, Damage: Necrotic, Damage: Radiant, Deafened, The attunement process last 6 days for this reolver. One day for each of the chambers. Each day the user will need to subject the firearm to one of the six elements it creates: Fire, Ice, Lightning, Acid, Narcrotic, and Radient. Once all 6 forms of damage have been applied to the firearm the attunement is complete. To expose the firearm to these forms of damage the user must be subjected to them while holding or wearing the revolver., Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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8/21/2023 12:06:21 AM
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28
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1
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1.1
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Coming Soon
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