Weapon (revolver), rare

+2 Item Bonus, 2d8 piercing damage, 60/120 ft.


 

Levels of Magic

3 critical hits to reach lvl. 1

LVL 1: Golden Gun (3 Critical Hits)

If you roll over 20 on any attack roll made with Ace of Spades does an extra +5 piercing damage.

LVL 2: Bonus Action (5 Critical Hits)

Load a round of special ammunition to fire. 

  • Fragment: 1d4 Slashing Damage
  • Flame: 1d4 Fire Damage
  • Ice: 1d4 Cold Damage
  • Venom: 1d4 Poison Damage

LVL 3: Roulette (10 Critical Hits)

At the end of a turn in which any ammo was used, you can attempt a trick reload. DC10 Dexterity check, on a success Ace of Spades does an extra 2d6 of piercing damage on the next turn, this can be used 3 times per long rest.

Note: .44 BSR ammunition can only be purchased from Pickled Pete's Craftworks, 2 tendays worth: 20 gp

 

 

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: Range, Ammunition (Firearms), Reload, Sap

breenkellan0

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