As a bonus action, the wielder can rotate the barrel to a chamber of their choice.
There are six chambers available in the barrel and the type of damage this weapon delivers is dependant upon what kind of precious gemstone is used as ammunition. For a gemstone to be used as ammunition, it must fit snuggly in the chamber and be worth at least 100gp. Below is a break down of how many charges each gemstone type is able to provide based upon it's worth (round down)
- Ruby - Fireball (5 charges/100gp)
- Emerald - Disintegrate (1 charge/100gp)
- Diamond - Guiding Bolt (1 charge/100gp)
- Garnet - Finger of Death (1 charge/100gp)
- Sapphire - Cone of Cold (2 charges/100gp)
- Amethyst - Lightning Bolt (3 charges/100gp)
Once all the charges are used up, the gem crumbles to dust.
On a misfire, roll 1d6, on a roll of 1 the gem explodes and all creatures in a 10-foot radius must make a DC 15 DEX saving throw. A creature takes the amount of damage as the spell the gem was used for on a failed save, and half as much on a success. The Arcane Caster is destroyed beyond repair.
In order to be able to attempt the creation of an Arcane Caster, the person and/or persons making the attempt must be proficient in Arcana, Tinker's Tools, and have possession of such tools. Roll 1d20+proficiency modifier for each required proficiency to determine the amount of time and components needed to complete this task. Length of each time table is divided by the number of proficient persons working on each task.
Tinker's Tools (build gun)
- 1-5: 1 week + 2,500gp materials
- 6-10: 5 days + 1,250gp materials
- 11-15: 3 days + 625gp materials
- 16-20: 1 day + 312gp materials
Arcana (enchant gun)
- 1-5: 6 months
- 6-10: 3 months
- 11-15: 6 weeks
- 16-20: 3 weeks
Notes: Ranged Weapon Attack: Piercing, Damage
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