Weapon (shotgun), legendary

This weapon is forged from a strange combination of clockwork gears, magic-infused crystals and adamantine pieced together in a way that is either madness, or genius. The design is rough with 2 massive barrels front in center.

The Boomstick does 2D8 damage plus Dexterity modifier at normal range. At close range (within 5 feet), it does 2D12 damage plus Dexterity modifier, and the to-hit-roll is done with advantage. At long ranges (100 feet) or when shooting up past the distance of 50 feet, weapon damage is 1D6 and the to-hit-roll is done with disadvantage. It takes action to reload the gun, but if the shooter is interrupted during this time, the reload does not work.

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

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..

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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Bonus: Magic, Damage: Piercing, Damage: Piercing, Disadvantage: Ranged Attacks, Advantage: Ranged Attacks, Reload(2), Misfire(7), short rest to study the mechanisms required to fire and reload. , Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Push

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2022 4:57:11 PM
3
0
--
Coming Soon
12/1/2022 5:00:38 PM
2
0
--
Coming Soon
12/1/2022 6:15:04 PM
4
0
--
Coming Soon
2/15/2024 1:54:27 AM
11
9
--
Coming Soon
2/15/2024 3:21:59 AM
13
1
--
Coming Soon

Item Tags: Damage Combat

Wizz_Lord

Comments

Posts Quoted:
Reply
Clear All Quotes