Rare Item
Dmg: 1d10 piercing + 1d6 elemental dmg
This ranged weapon is designed to be able to hold multiple rounds of ammunition, for a quicker rate of fire compared to a hand crossbow that needs to be loaded after
every attack. However, reloading all 3 shots in this weapon requires a bonus action.
This weapon also has been enchanted to do imbue elemental damage into the ammunition fired from it. Roll 1d6 to determine which element the ammunition is imbued with for each fired shot.
1: Fire
2: Frost
3: Poison
4: Acid
5: Force 6: Lightning
Pistol Jams and Misfires on a roll of 4 or Lower Pistol Breaks and must be repaired on a critical fail
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: Acid, Range, Ammunition (Firearms), Reload, Sap







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