Weapon (revolver), unknown rarity

The tinker's handcannon is special item to any tinker. A tool for destruction, the tinker's handcannon is a firearm with a three-barrel shaft. The ammunition for this weapon is large brass muskets. This absolute monster of a handgun can be fired as both a simi-auto and full auto, with a higher chance of misfire. most popular among frenzied inventors, artillerists and, Battal smiths a true inventor is never complete without his handcannon. the tinker's hand cannon deals 1d6 piercing damage on a hit. twice per long rest you may unload all remaining ammunition dealing the appropriate damage. when using this trait your chances of a misfire increase, you misfire when a 1 or 2 is rolled.

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.

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.

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: Damage: Piercing, Range, Ammunition (Firearms), Reload, Sap

Previous Versions

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