A pair of unique guns.
.+1 on your Dexterity score.
.8 charges per long rest.
.Advantage against aberrations, constructs, fiends, monstrosities & undeads.
.The 4 cartridges (8 total) on the sides of the guns contain crystals of Armumahel's life-force.
When using one (1 charge), you add necrotic damage to your bullets.
.1 action does 2 x 2d8 of piercing damage in a 196 ft/60 m linear range.
-TECHNIQUES:
.Comet of Emptiness: (2 charges)
You fire a single but large bullet (6 ft/2 m wide) in a 65 ft/20 m linear range.
4d10 of bludgeoning-force-necrotic-piercing damage.
.Meteor Shower of Emptiness: (1 charge)
You cast the lvl 7 Magic Missile spell.
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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Artificer, Range, Ammunition (Firearms), Reload, Vex
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/30/2023 10:04:52 AM
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3
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0
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3.5 / 5
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Coming Soon
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