This ornately crafted blunderbuss is etched with arcane runes and sigils that pulse with a faint blue glow. Its barrel is unusually wide, hinting at its ability to unleash devastating blasts of magical energy.
Properties
-Damage:2d8 force damage
-Range: 15/45 feet
- Ammunition: None (self-reloading via magical energy)
Features
- Arcane Ammunition:The Arcane Blunderbuss does not require ammunition. Instead, it harnesses arcane energy, allowing it to be fired without the need to reload.
- Scattershot: When you make an attack with the Arcane Blunderbuss, you can choose to fire a scattershot. All creatures in a 15-foot cone must make a Dexterity saving throw (DC 15). On a failed save, a creature takes 2d4 force damage, or half as much on a successful one.
Arcane Feedback
- If you roll a natural 1 on an attack roll with the Arcane Blunderbuss, the weapon backfires. You take 1d8 force damage, and the weapon becomes unusable until the end of your next turn as it recharges.
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: By a pirate, Range, Ammunition (Firearms), Reload, Sap
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