Weapon (shotgun), unknown rarity (requires attunement by a Artificer)

You have received this as gift from your mentor or built it yourself from plans you discovered. Whatever you decide, you know this weapon is special, something worthy of an artificer. As you increase in artificer levels, the weapon grows in power with you, either through modifications or magical means, you decide.

Artificer Class Level 1 – Arcane Rounds:

This weapon can be held in one hand. It does not require ammunition due to its arcane origins. It fires arcane rounds that deal 1d8 piercing damage and utilizes your dexterity modifier.

Artificer Class Level 3 – Improved Arcane Rounds:

The damage type of the arcane rounds changes to force damage and it now utilizes your intelligence modifier.

Artificer Class Level 4 – Close Quarter Combat:

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack or spell attack rolls.

Artificer Class Level 5 – Enhanced Arcane Firearm:

The weapon now gains a +1 to attack and damage rolls. This weapon can be used as an arcane focus for your spells and can be used as the Arcane Firearm for the artillerist subclass, adding an additional d8 to spell damage rolls.

Artificer Class Level 6 – Spell Blaster:

While holding this item, your spells gain a +1 bonus to their attack rolls and a +1 to spell DCs. In addition, you ignore half cover when making a spell attack.

Artificer Class Level 8 – Double Barrel Upgrade:

The damage for the arcane rounds now increases to a 2d8.

Artificer Class Level 10 – Twin Shot:

When using this feature, you cannot utilize your bonus action or reaction this turn. During your turn, you can use your action to cast a spell twice at the cost of a one spell slot. The spell cannot have a target of “self” and it cannot be a concentration spell. The creature or creatures you target or the point or points you designate must be in your frontal line of sight. You can use this feature 1d4 times per long rest, with a maximum of four charges.

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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Artificer, Combat, Artificer, Range, Two-Handed, Ammunition (Firearms), Reload, Push

Item Tags: Combat Artificer

MythicKnightG

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