The Arcane Blunderbuss is an enigmatic fusion of traditional firearms and arcane ingenuity, an extraordinary weapon that brings together the destructive force of bullets and the raw power of spells. Spellcasters and warriors alike prize it for its versatility, though mastering its potential is not without risk.
The Arcane Blunderbuss, an awe-inspiring work of craftsmanship and enchantment, defies expectations with its distinct design. It bears the hallmarks of a typical blunderbuss, sporting a short barrel, intricate runes, and arcane symbols etched along its length. However, its stock is uniquely adorned with an embedded handle, which serves both as a stabilizing grip and as a conduit for spellcasting.
Properties and Abilities:
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Bullet-Enhanced Spells: To unlock the full potential of the Arcane Blunderbuss, one must grasp the embedded handle and channel the power of a cantrip or spell through it. This incantation acts as a catalyst, infusing each bullet with potent magical energy. Casters can select any cantrip or spell they know for this purpose. The Arcane Blunderbuss augments the damage of the selected spell, adding 1d4 of the corresponding damage type to the weapon's ballistic impact.
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Explosive Scatter Shot: Upon firing a spell-imbued bullet, the Arcane Blunderbuss unleashes a devastating 15-foot cone of magical and ballistic destruction. This spray of energy and shrapnel is particularly effective in close-quarters combat, capable of striking multiple foes within its range.
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Combined Damage: The Arcane Blunderbuss inflicts 1d8 piercing damage through its bullet and an additional 1d4 damage of the type corresponding to the selected spell. For example, if a caster channels "Eldritch Blast," the Arcane Blunderbuss deals 1d8 piercing and 1d4 force damage with each shot.
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Reload and Misfire: Operating the Arcane Blunderbuss requires specialized ammunition in the form of bullets. After each shot, the weapon must be reloaded with a fresh bullet, a process that demands precious seconds. Additionally, there's a risk of misfire associated with the Arcane Blunderbuss. On a result of 1-3 on the attack roll, the firearm misfires, requiring a full round of action to clear and repair before it can be used again.
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Attunement: To wield the Arcane Blunderbuss proficiently, a character must attune to it. The firearm possesses its own arcane essence, resonating with the magical abilities of its wielder.
The Arcane Blunderbuss is a formidable ranged weapon, ideal for those who desire the lethal precision of bullets coupled with the explosive might of spells. Its unique blend of technology and arcane power makes it a potent asset in any adventurer's arsenal, capable of devastating foes with each shot, provided the wielder can manage its reloading and the inherent risks of misfire.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Reload, Misfire
Previous Versions
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