Weapon (rifle, hunting), uncommon

 

This long, battered hunting rifle is crudely reinforced with swamp vines and spider silk, its wooden stock warped from years in Hither’s damp air. The barrel is etched with strange, almost playful goblin runes, and a crude “Wover” is carved into the grip. When held, the faint scent of mud, wet dog, and gunpowder lingers around the wielder.

Elmer's Hunting Wifle acts as a +1 magical hunting rifle.

 

Properties:

  • Loading (5 shots): After firing 5 bullets, you must reload as an action or bonus action.

  • The Season’s Always Changing: At the start of combat, roll a d20 to determine your luck:

    • 1-4: "Duck Season!" – Your first shot automatically misses, even if you roll a natural 20.
    • 5-17: "Wabbit Season!" – Nothing unusual happens; the gun behaves normally.
    • 18-20: "Open Season!" – Your first attack deals an extra 1d8 force damage per proficiency bonus.
  • Slapstick Backfire: When you roll a natural 1, the wifle comically backfires in an embarrassing way. ("I am NOT going to talk about what just happened.")
    Roll a d6:

    1. "BLAM!" – The recoil knocks you flat on your back (prone).
    2. "POOF!" – A huge cloud of soot covers your face (blinded until the start of your next turn).
    3. "SPROING!" – The barrel twists like a cartoon hose, and the bullet flies behind you, hitting nothing.
    4. "WHOOPS!" – Your pants fall down, giving you disadvantage on your next attack.
    5. "HAPPY BIRTHDAY!" – The gun explodes with confetti, dealing no damage at all.
    6. "BONK!" – The wifle smacks you in the head, forcing you to swap 'R' and 'W' sounds in your speech for 1d4 minutes.

Learning to Use the Wifle:

You do not need proficiency to use this firearm, but you do not add your proficiency bonus to attack rolls unless you are proficient. After you successfully hit a target 10 times, you become proficient with the wifle permanently.

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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Magic, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Kaallis

Comments

Posts Quoted:
Reply
Clear All Quotes