Weapon (blunderbuss (exandria)), legendary (requires attunement by a Requires short rest attunement for full access and control)
  • Astral Rift: Creates a temporary astral rift at the point of impact.
  • Cosmic Cascade: Critical hits explode into a radiant burst, blinding enemies and hindering movement.
  • Celestial Manipulation: Once per day, can cast powerful celestial spells like "Starfall" or "Cosmic Resonance."
    Starfall: 

    5th-level Evocation

    Casting Time: 1 action
    Range: 150 feet
    Components: V, S
    Duration: Instantaneous

    You summon a cascade of blazing stars to rain down from the heavens in a 40-foot-radius cylinder centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.

    Additionally, the area becomes illuminated with bright light for 1 minute, and dim light for an additional 1 minute after that, as residual starlight lingers.

    Cosmic Resonance

    6th-level Transmutation

    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a small vial of stardust)
    Duration: Concentration, up to 1 minute

    You tap into the cosmic energies surrounding you, resonating with the celestial bodies above. For the duration, you and up to five willing creatures within 30 feet of you gain the following benefits:

    • Enhanced Abilities: You gain advantage on all ability checks, attack rolls, and saving throws.
    • Resistance to Damage: You have resistance to all damage types.
    • Cosmic Endurance: At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point and are not incapacitated.

Drawbacks:

  • Celestial Strain: Each shot may attract cosmic entities or cause temporal disturbances.
  • Alignment of the Stars: Most effective during specific astronomical events.

Weapon Type: Heavy Artillery

Properties:

  • Ethereal Amplification: Bypasses cover, +2 bonus to attack rolls.
  •  Eclipse Burst: Once per battle, the wielder can unleash an Eclipse Burst, causing the cannon to fire a devastating burst of energy. All creatures within a 30-foot cone must make a Dexterity saving throw (DC 18) or take 6d10 force damage on a failed save, or half as much damage on a successful one.
    Special Ability: Celestial Conduit As a bonus action, the wielder can activate the Celestial Conduit ability. On the next attack roll made with the Astral Annihilator Cannon, they can choose to roll the damage twice and take the higher result.

Ammunition: Requires special ethereal projectiles, holds up to 10 rounds.

Reload: Requires an action and specialized ethereal ammunition.

Weight: Around 50 pounds, requires a sturdy mount or platform.

Range: Long range of 300 feet.

Misfire: Misfire range of 1 on a roll of 1, requiring repair action (still happens even if your race has something to reroll ones)

Legendary Weapon: Sought-after artifact due to immense power.

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: Damage: Force, Requires short rest attunement for full access and control, Reload, Misfire

Battlemaster90

Comments

Posts Quoted:
Reply
Clear All Quotes