Weapon (revolver), uncommon

Journeyman Mechanical Item

2d8 Piercing

Ammunition 6, Reload 1, Round Reload 2, Misfire 1, Set, Light, Range 60/180

Fires .357 Magnum


 

Fan-Fire - You can choose to fire 2 shots as part of the same attack. If you choose to do so, you do not add your proficiency bonus to hit.

Round Reload 2 - As a bonus action, you can reload (x) rounds into the weapon.

Misfire - On a natural attack roll of (x) or lower, this weapon Misfires. A misfire automatically misses, and causes your gun to Jam. You must take a full minute, using Thieves' Tools or Tinker Tools, to clear a jam.


 

 

(Rosen's "Spicy Rounds" Simple Mechanical Item 2d12 Piercing Catastrophic .357 Magnum)

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: Range, Ammunition (Firearms), Reload, Sap

No_Foundation

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