Weapon (pistol (exandria)), legendary (requires attunement by a caster)

Arcane Blaster

Weapon (pistol), legendary (requires attunement by a caster)

This pistol is forged from pure arcane energy, blending mystical power with mechanical precision. The Arcane Blaster grants a +3 bonus to attack and damage rolls made with it. You use your spellcasting ability modifier instead of Dexterity for attack and damage rolls made with this weapon. It counts as a magical weapon for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Arcane Burst:
Once per short rest, you can use an action to fire an Arcane Burst. The shot deals an extra 2d8 force damage and pushes the target 10 feet away if it fails a DC 20 Strength saving throw. You can use this property again by expending a spell slot of 2nd level or higher.

Ethereal Shot:
Once per short rest, you can use an action to fire an Ethereal Shot. This shot ignores all cover and deals an extra 1d10 psychic damage. You can use this property again by expending a spell slot of 2nd level or higher.

Arcane Sight:
You can use an action to cast the Detect Magic spell without expending a spell slot. This property can be used three times before requiring a long rest to recharge.

Mystic Reload:
As a bonus action, you can expend a spell slot of 1st to 5th level to reload the weapon and empower your next shots. Shots reloaded this way deal force damage instead of the weapon’s usual damage type and deal an additional 1d6 force damage per level of the spell slot expended. Unused reloaded shots disappear at the end of combat.

Semi-Automatic Fire:
You may make one attack as a bonus action on each of your turns.

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.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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: Bonus: Magic, caster, Damage, Combat, Reload, Misfire

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Item Tags: Damage Combat

kingkong538

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