This intricately crafted single-shot handgun resembles a fusion of arcane machinery and ancient craftsmanship. Its barrel is etched with glowing runes, and the grip is wrapped in dragonhide. When you hold the Thunderstrike Handcannon, you feel a faint vibration—a hint of its latent power.
Properties:
- Damage: The Thunderstrike Handcannon deals 1d10 thunder damage when fired.
- Missile Shot: As an action, you can load a magical missile into the chamber. The missile crackles with energy, ready to be unleashed. The next time you fire the hand cannon, it launches the missile instead of a regular bullet. The missile deals an additional 2d6 force damage on a hit.
- Reload: After firing, the Thunderstrike Handcannon requires a bonus action to reload. You can carry a maximum of three magical missiles at a time.
- Misfire Chance: The arcane mechanisms within the hand cannon are delicate. Whenever you roll a natural 1 on an attack roll with the Thunderstrike Handcannon, it misfires. Roll a d20:
- On a result of 1–5, the hand cannon jams, and you cannot use it until you spend an action to clear the blockage.
- On a result of 6–10, the missile detonates prematurely in the chamber. You take 2d6 force damage.
- On a result of 11 or higher, the misfire is minor, and the hand cannon can be used again after reloading.
Curse of the Arcane: The Thunderstrike Handcannon carries a curse—the more you rely on its power, the more it hungers for destruction. Each time you fire a magical missile, roll a d6. On a result of 1, the curse deepens, and the misfire range is reduced by 1 (e.g., from 1–5 to 1–4). Only a Remove Curse spell or similar magic can break the curse.
Note: The Thunderstrike Handcannon is coveted by spellcasters, bounty hunters, and those who seek to wield both magic and firepower.
Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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: Replace Damage Type: Thunder, You need to make new magic bullets (max 3 at a time) by marking regular bullets with runes during a long rest., You must etch a symbol onto the barrel that will represent yourself., Damage, Combat, Eldritch Machine, Loading, Range, Ammunition (Firearms), Vex
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