Weapon (revolver), uncommon (requires attunement by a by any class)

The Marksman Revolver appears to be a battery-powered-electric-railgun with neon green lights as well as a interface that indicates the number of coins on your person. This weapon does not function unless attuned.

Battery Powered: This weapon has infinite ammo, but must be recharged with Magic Crystals.

Spare Change: You can neglect hitting your enemy's and instead you toss up to four coins into the air and shoot it. The first coin has a AC of 10. Once shot the coin will automatically target the Closest enemy within the coins line of sight and ricochet your bullet toward them. If you tossed multiple coins they will chain and then ricochet, their properties stack. The ricochet has the same attack and damage roll as your revolver. Different coins have different properties. Once shot the coin is destroyed.

Coin Properties
Copper +1 to Damage
Silver +1 to Attack Rolls
Electrum +1 to Attack Rolls and Damage
Gold +2 to Attack Rolls and Damage
Platinum Bypasses AC

 

Parry this, you filthy casual!: Toss out 100 Gold coins and roll to hit, the first coin has an AC of 20. The coin immediately ricochets to the nearest coin and gains immense speed. Upon hitting the target, the bullet bypasses AC, dealing 8d10 magical piercing damage. This ability can only be used as a Full Action. You have a +1 bonus to attack and damage rolls made with this magic weapon.

"Why aim at the target when you can aim at a target the size of a ******* coin?"    - The Creator of The Marksman

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: Bonus: Magic, by any class, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

Incursio7380

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