Weapon (rifle, hunting), artifact (requires attunement by a Artifact (Unique Item), Requires Attunement (One Attunement slot))

Range: This weapons allows for any spell that is fired from the weapon to replace the spell range to 120ft - 240ft unless the spell specifies otherwise

All spell vials fired from this weapon add 1d8 force damage, as enemies are hit by the vial.

Standard spells cast from this weapon gain a +2 bonus to hit

 

  • Spell Vial System

1st Level - 4/day 100 gp per Vial

2nd Level - 2/day 250 gp per Vial

3rd Level - 1/day 500 gp per Vial

4th Level - 1/ 2 days  1500 per Vial

5th Level - 1/ 4 days 2500 per Vial

 

  • Creation of Spell Vials

For the creation of spell vials for the Aberrated Record Keeper, one must draw upon their learned and Divine arcane powers to pool their magic into specialized vials. These vials contain the purest form of the arcane to allow for the firing of magics from the Aberrated Record Keeper. Depending on the spell’s level there is a chance at failure of creation wasting the gp and spell slot but maintaining the vial. 

1st Level - 95% chance of success 

2nd Level - 90% chance of success

3rd Level  - 80% chance of success

4th Level - 70% chance of success

5th Level -  60% chance of success

 

  • Firing of the Weapon

To fire the Aberrated record Keeper using the vial system, a vial must be inserted into the firearm. The weapon then fires the vial and upon impact the vial explodes causing the spell that was store to take effect

  • Creation of the Vial

Creation of the Vials requires special glass and metal that can withstand the energy of the pure arcana. To create these vials a tinkerer and an arcanist must work together to fuse the magic into both the glass and metal. To make a vial you must expend some spell energy and 50 gp.

  • Charge System - Record Break

The caster may choose to fire this weapon as a bonus action, or by spending a round changing the property of the spell.

1 Charge - As a Bonus Action you quick fire a round of arcane energy from the weapon dealing 1d6 Thunder and 1d6 Lightning damage. 

2 Charges - As an Bonus Action you fire a charged round of arcane energy dealing 2d6 Thunder and 2d6 lightning damage.

3 Charges - If the caster uses both their bonus action and action, the round becomes an empowered shell creating a shockwave within a 20ft circle dealing 4d6 Thunder and 4d6 Lightning damage with a Dexterity saving throw (DC 15).

 

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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Artifact (Unique Item), Requires Attunement (One Attunement slot), Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2024 12:25:41 PM
16
1
5e
Coming Soon
ghostykaywizaard

Comments

Posts Quoted:
Reply
Clear All Quotes