Tinker's Folly is a wondrous musket crafted by the legendary Airamis, a master of both magic and mechanics. This extraordinary weapon houses the bound essence of Airamis himself, imbued with his intellect, will, and insatiable curiosity.
Description: Tinker's Folly is a marvel of mechanical ingenuity, devoid of traditional materials like wood, and constructed entirely from intricate gears, polished metals, and fine craftsmanship. Its sleek body is adorned with luminous blue streaks of lightning, pulsating with arcane energy that courses through its mechanical veins. These blue streaks pulse rhythmically, echoing the heartbeat of Airamis's soul, a reminder of the power contained within.
Properties:
- Soulbound Essence: The musket contains the soul of Airamis, granting it unparalleled power and intelligence. While attuned to Tinker's Folly, you can communicate telepathically with Airamis, accessing his vast knowledge of mechanics, magic, and the secrets of the universe.
- Dominion: When a non-mechanical being attempts to pick up Tinker's Folly without being attuned to it, they must make a DC 25 Wisdom saving throw. On a failed save, they are dominated by Airamis's will for 24 hours, compelled to carry out his desires. The being can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Curse of Tinkering: Once attuned to Tinker's Folly, the bearer is cursed by Airamis's will. They feel a relentless urge to create a mechanical body suitable for Airamis to inhabit and control. This drive consumes their thoughts and actions until the body is completed.
- Liberation: Once the mechanical body is created and Tinker's Folly is placed in its hand, the curse is lifted from the bearer. Airamis's soul transfers from the musket to the mechanical body, granting him the freedom to act in the physical world.
- Enhanced Power: Tinker's Folly grants a +2 bonus to attack and damage rolls made with it. This bonus is in addition to any other bonuses the wielder may have.
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: Weapon Property: Range, Tinker's Folly is not merely a weapon but a catalyst for a grand transformation. Its wielder must tread carefully, for the path to freedom may be fraught with peril and sacrifice. Only those with the will to master both magic and machinery can unlock the true potential of this legendary artifact and fulfill Airamis's enigmatic design. The pulsating blue streaks serve as a constant reminder of the power and presence of Airamis's soul, resonating with the heartbeat of a being of unparalleled might., Can only be attuned by an Artificer, Two-Handed, Reload, Misfire
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