The Arcane Blaster is a sleek and elegant firearm, its metallic body adorned with glowing arcane sigils and runes. The weapon harnesses arcane power to launch potent energy blasts that cut through the air with precision and force.
Ammunition: The Arcane Blaster uses specialized arcane cartridges as ammunition. It holds 6 rounds per magazine, and it requires an action to reload the blaster. You must have ammunition to use this weapon.
The Arcane Blaster has the following magical properties:
- Arcane Precision: Once per long rest, you can use a bonus action to activate Arcane Precision. Your next attack with the Arcane Blaster gains a +2 bonus to attack and damage rolls.
- Arcane Pulse: When you make a successful attack with the Arcane Blaster, you can expend one additional round of ammunition to unleash an Arcane Pulse. The target takes an extra 2d6 force damage, and all creatures within a 5-foot radius of the target must succeed on a DC 14 Dexterity saving throw or take 1d6 force damage. The radius of the pulse increases by 5 feet for each additional round of ammunition expended (up to a maximum of 30 feet).
- Arcane Channeling: The Arcane Blaster can channel the energy of spells. As an action, you can load a ranged spell attack spell scroll into the blaster. On your next successful attack roll, the spell is released through the weapon, consuming the scroll, and affecting the target of the attack.
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: Your next attack with the Arcane Blaster gains a +2 bonus to attack and damage rolls., This weapon requires attunement by someone with firearm proficiency., Damage, Detection, Combat, Two-Handed, Reload, Misfire