Weapon (revolver), legendary (requires attunement by a by an artificer)

You have a +3 bonus to attack and damage rolls made with this magic weapon. While wielding this weapon, your artificer spell attack bonus and save throw DCs are increased by +3. In addition to this, you can use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls used with this weapon.
Attacks made with this weapon deal an additional 2d8 elemental damage, this damage being chosen as a part of your attack action, the options for it being as follows: Poison, Acid, Lightning, Fire, Cold, Necrotic, and Radiant.
In addition to this, as part of an attack action, you can spend a 1st level spell slot to add an additional 1d8 to the elemental damage of one attack, every level above 1st you expend for this adds an additional 1d8, capping at 5d8 additional elemental damage, which adds onto the original 2d8.

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: Bonus: Magic, Bonus: Magic Item Attack With Intelligence, Bonus: Spell Attacks, Bonus: Spell Save DC, by an artificer, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

Littlem812

Comments

Posts Quoted:
Reply
Clear All Quotes