Weapon (longsword),
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ranged Attack: As a bonus action, you can make a ranged attack with artificer's Blade, using your spell attack modifier. The attack has a range of 60 feet and deals 1d8 force damage.
Multi-Shot: As an action, you can use one of artificer's Blade's three cartridges to shoot multiple projectiles. Make a ranged attack roll against each creature within a 10-foot radius of you. On a hit, the target takes 1d8 force damage. The cartridges recharge at the end of a long rest.
Magic Boost: As a bonus action, you can focus your magical energy through artificer's Blade, giving your next ranged spell attack a bonus to the attack roll and damage roll. The bonus equals your proficiency bonus plus your character level. This ability can only be used once per day.
Artificer Magus Blast: this blade adds the Eldritch Blast spell to his known cantrips. It does not count against your cantrips known
Additionally, when you cast Eldritch Blast, he can change the damage type to Cold, Fire, Lightning or Necrotic damage, instead of Force damage. You can choose different damage types for separate beams.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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: (( requirement by a artificer)), Two-Handed, Reload, Misfire
Previous Versions
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