This pistol is refined in it's design, though the limitations of explosive powder still make themselves known. This pistol has a single barrel and a revolving cylinder, which allows the weapon to fire multiple shots before necessitating a reload. Typically, these weapons have 5 or 6 shots before a reload is required, though they have been known to have as many shots as 9. Your DM will determine the number of shots the cylinder of this weapon holds when you acquire it, which you should make a note of.
Due to the complexity of these pistols, reloading them requires a full action or a hasted action to do so. They are also more likely to jam or misfire than less complicated weapons. The revolver has a more powerful shot, typically, than other single-handed firearms, as a trade-off.
Efficient Design
When you take the attack action with this pistol, you may make an additional attack as a bonus action without your proficiency bonus, given that the pistol has shots remaining in its barrels.
Complicated Mechanism
When you make an attack roll with this pistol, there is a chance of a misfire. If the attack roll begins with a number of 6 or below on the die before modifier, the pistol malfunctions. When this occurs, roll a D20. On a 16 or higher, the pistol has jammed, and will require repairs as an action or a bonus action. To do so, the wielder must succeed a DC 12 Intelligence or a DC 15 Dexterity check. Should either of these checks critically fail, the pistol is broken, and will require repairing with Smith's Tools or Tinker's Tools.
Budding Technology
Firearms are proving powerful and useful tools in Amaranthe. They have their drawbacks, but the penetrating power of powder weapons cannot be ignored. In the Amaranthe setting, firearms will defeat protection granted by mundane armors. A creatures AC against a firearm is reduced, unless their armor is magical or Adamantine.
A creature's armor class versus a firearm is determined via 10 + Dexterity Modifier + Natural Armor + Magical bonuses. Certain classes gain armor benefits from other ability scores, and these do apply.
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
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/28/2024 10:51:19 AM
|
4
|
4
|
1
|
Coming Soon
|
|
|
11/11/2024 7:30:03 PM
|
5
|
0
|
--
|
Coming Soon
|
|
|
11/11/2024 7:39:21 PM
|
6
|
2
|
--
|
Coming Soon
|
Comments