Arm made out of Silver with an Aquamarine Gem on the top of the hand with upgrades forged from the Frost Tooth Reaver, shoots out of the palm of his hand. 5 bullets. Misfire Score 2.
Each bullet does extra 1d4 cold damage.
The Arm is chilled to the the touch.
Can fire one Large Frosted Bullet, but it takes all 5 bullets to fire, does 8d8+DEX Modifier Cold/ Pierce Damage. Reduces movement speed by half. 4 turn cooldown or can be used before the cooldown period but has a Misfire score of 12, if you do misfire still does damage to Enemy but also does 4d8 cold damage to self. If misfire happens on Large Frosted Bullet wielder must spend a action to vent. Can be used up to 5 times per short rest. After firing the Large Frosted Bullet, freezes arm, if make unarmed attack it causes frostbite to target dealing 1d6 for 3 turns at start of turn, or CON save dc 14 to end early.
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: Damage: Cold, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
Previous Versions
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5/14/2023 2:02:10 AM
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3
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3/25/2025 12:33:55 AM
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2
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5
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Coming Soon
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