Weapon (revolver), artifact

A gleaming white revolver with red crystal inlay, rounds fired from it are encased in red electricity. The diamond design on the handle will heat when an Ace is near, warning its bearer. One of four.

Gambler's Ace: When attacking, a 1 also counts as a critical.

Heart of The Cards: When wielding the Ace with any other Ace, gain two AC and one extra action per turn.

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: Lightning, Range, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
1/16/2024 12:02:13 AM
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Coming Soon
ManateeRex

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