The Rebellious One's Barrel. When you hit with an attack using this weapon, the target takes an extra 3d12 force damage. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Random Properties. This weapon has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
- 2 minor beneficial property
- 1 major beneficial property
- 1 major detrimental property
Stygian Compensated Bipod. You ignore the normal penalties on ranged weapon attacks using this weapon while you are prone. Attacks with this weapon have advantage while you are prone or mounted on a mount.
Infernal Ruby Scope. While attuned to this weapon, you have blind sight up to 30ft and devils sight up 300ft.
Lucky Devil. Attacks with weapon score a critical hit on a roll of 18-20. When you score a critical hit with this weapon you may add 3x the ability modifier used for the attack to the total damage.
Hellfire Orb Launcher. Once a day, you my hurl a magical ball of fire that explodes at point within 120ft of you. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much damage on a successful one. This ability recharges daily at dawn.
Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
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: Bonus: Magic, Damage: Force, Weapon Mastery: Sap (Antimatter Rifle), Damage, Utility, Exploration, Combat, Two-Handed, Reload, Misfire
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