Weapon (palm pistol (exandria)), rare

At the behest of a young Halfling Rogue by the name of Creak Lock, an artificer of the temple of Gond in Waterdeep created a new weapon. Based on recovered drow weaponry captured during a recent infiltration of Waterdeep, the Silent Striker includes several magical modifications and upgrades to work better for the young rogue. Originally a blackened silver pistol, the barrel has been wrapped in a thin pelt inscribed with runes to muffle the sound of the gunshot. Inside the grip of the pistol is a glowing magical construct, seemingly an intertwined runic summoning portal connected to the Ethereal Plane. Upon investigation you discover that the construct draws on the arcane energies of the Ethereal Plane to replicate ammunition for the pistol, removing the need to manually reload. Misfires are still possible on a natural 1.

Double Tap: Using lightning-fast fingers, as a bonus action you can fire a second shot. You can use this feature a number of times equal to your dexterity modifier. You regain all uses after a short rest. 

Silenced: When used while hidden, the target must succeed on a perception check to avoid sneak attack damage, DC = 10+(Wielders stealth modifier)

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: Weapon Property: Range, Ignore Weapon Property: Loading, Damage: Piercing, Double Tap: Using lightning fast fingers, as a bonus action you can fire a second shot. You can use , Light, Reload, Misfire

Scotshammer

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