Weapon (revolver), very rare (requires attunement by a saying 'I'm a cowdoy baaaaaaby')

Attacks with these Twin Revolvers deal 1d12 damage on a hit. Attacks with these weapons count as Magical for the purpose of overcoming Resistance and Immunity to Nonmagical Weapons. Both revolvers have a Misfire Score of 1, and a Reload Score of 6.

Rapid Shots: While holding both revolvers, you may make twice as many attacks as you would normally be able to, when you take the Attack Action. This includes Opportunity Attacks. (1 attack = fire both guns = roll to hit twice)

Quick Mags: When you reload these weapons, you are able to reload both revolvers when you would normally be able to reload only one. In addition, you don't require a free hand to reload these weapons. 

Long Barrels: These weapons have a normal range of 80 feet and a long range of 360 feet.

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, saying 'I'm a cowdoy baaaaaaby', Range, Ammunition (Firearms), Reload, Sap

Shreks_Nan

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