Weapon (revolver), very rare (requires attunement by a Must be a spell caster)

Arcanist's Fury is a sophisticated piece of spelltech, a revolver that seamlessly blends the art of gunsmithing with arcane innovation. The weapon's barrel and chambers are inscribed with eldritch runes that pulse with magical energy, waiting to be unleashed. Designed for spellcasters who value the precision of firearms, this weapon offers a unique way to channel magical power into physical form.

  • Spell-Enhanced Rapid Fire: As an action, you can make three ranged attacks with this weapon. For each attack, you add half your proficiency bonus (rounded down) to the attack rolls, reflecting the rapid-fire nature of the weapon. You may use your spell attack modifier for the attack rolls, instead of Dexterity, due to the weapon's arcane guidance system.

  • Arcane Ammunition or Spells: Arcanist's Fury can be loaded with regular ammunition or can consume a spell slot to create magical projectiles. When using a spell slot to create a round of ammunition:

    • The round deals an additional 1d8 force damage per level of the spell slot expended.
    • You can target one creature or several creatures within range. Make a separate attack roll for each target.
    • If you expend a spell slot of 4th level or higher, the force damage increases to 1d10 per level of the spell slot expended.
    • Versatile Casting: When firing a spell-infused round, you may choose to expend a projectile-based spell (e.g., Magic Missile, Firebolt, etc.) instead of a spell slot. The spell's effect is delivered through the bullet, and its damage is in addition to the bullet's base damage. The spell's range is the range of the revolver. This consumes the spell slot as normal.

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, Must be a spell caster, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

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