Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Force (...)

 

A magical gun shots toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. To use this cantrip you have to have firearm in your equipment. 

Quick Shots: 

Arcane Firearm shots more than once when you reach higher levels: two shots at 5th level, three shots at 11th level, and four shots at 17th level. You can choose to shoot the same target or at different ones. Make a separate attack roll for each shot. If you make a successful attack using one of Arcane Firearm shots, the next one will have a penalty of -1 of previous to hit score. For example: if you have 11th level and you made a successful attack using first of your shots, your next shot will have penalty of -1 to hit. If you succeed, your next shot will have penalty of -2 to hit. Otherwise, you won't have any penalty. 

Charged Shot: 

Moreover, at higher levels you can shot once and deal more damage, instead of making separate multiple shots. You deal 2d10 force damage at 5th level, 3d10 at 11th level and 4d10 at 17 level. Using charged shot you take a risk of losing your firearm. After rolling natural 1 on attack roll using charged shot, your firearm explodes dealing 1d6 fire damage (2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level) within range of 10 feet. Creatures within range must make a DC 14 Dexterity saving throw. A creature takes full damage on a failed save, or half as much damage on a successful one. You automatically fail this saving throw. 

After destroying your firearm, you can repair it using smith's tool or mending cantrip. After repair Arcane Firearm changes damage type of its attacks on one from damage types table available below. 

Damage types
d8 damage type
1 Fire
2 Cold
3 Radiant
4 Necrotic
5 Lightning
6 Thunder
7 Acid
8 Force

Spell Tags: Damage

VusisOfficial

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