The Aeorian Tempest Pepperbox is a unique, multi-barreled sidearm crafted with ancient, arcane precision. Its frame is made of a dark, tarnished metal with an otherworldly sheen, and each of its barrels is inscribed with glowing runes that pulse with a faint blue light. The pepperbox features three to six rotating chambers, each aligned with an equal number of short, thick barrels that hum with an untapped power.
The grip is wrapped in aged leather, adorned with intricate carvings that seem to shift slightly when touched, as if reacting to the wielder’s intent. Near the base, a small gemstone core embedded in the weapon flickers with arcs of magical energy, reminiscent of distant storm clouds gathering. When fired, the pepperbox emits a resonant, thunderous crack, echoing like a burst of lightning in a heavy storm, releasing blasts of raw elemental force.
Rumored to be the product of Aeorian artificers experimenting with multi-shot weapons, the Aeorian Tempest Pepperbox channels the chaotic energy of a tempest, unleashing rapid volleys of thunderous blasts that overwhelm opponents with both sound and fury.
- Tempest Barrage: When you take the Attack action, you may expend a charge to make an additional attack with the pepperbox. This additional attack deals an extra 1d6 thunder damage.
- The pepperbox has 3 charges and regains 1d3 expended charges daily at dawn.
- Rolling Thunder: Once per day, you can expend 2 charges to fire a series of shots in rapid succession. Choose up to three targets within range; make a separate attack roll for each target. Each hit deals the weapon's normal damage plus an additional 1d4 thunder damage. If all three attacks hit, the final target takes an extra 1d6 thunder damage as the shots build in intensity.
- Multi-Barrel Advantage: Gain a +1 bonus to attack rolls when firing at least two consecutive shots in the same turn.
- Flaw: Concussive Backfire: On a natural 1, the pepperbox discharges improperly, creating a shockwave that throws the wielder off balance. The wielder must make a DC 13 Strength saving throw or be pushed 10 feet back and knocked prone. Additionally, they are deafened until the end of their next turn.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
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.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Damage: Additional, requires attunement by a gunslinger, Damage, Buff, Reload, Misfire
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