Chaos Magitech Firearm

Xanathar's Lost Notes to Everything Else p. 63 (Homebrew),

Tipo
Arma a distancia
Rareza
firearm, legendary
Peso
3
Daño
1d10
Tipo de daño
perforante
Alcance
30/90
Propiedades
munición, recarga, cuerpo a cuerpo

Descripción

Reload: 6 Misfire: 1 Ammunition: 4g (20) Ammo: bullet

Magitech firearms use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.

When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest.

Chaos Weapon Effects:

d20Effect
1Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell.
3Until the end of your next turn, you have advantage on attack rolls with this weapon.
4You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute.
5Your attacks with this weapon deal an additional 1d8 radiant damage.
6Your weapon casts entangle on the next creature you hit with it before the end of your next turn.
7Instead of rolling, treat the result of this weapon's damage dice as 1 until the end of your next turn.
8You gain a +3 bonus to attack and damage rolls made with this weapon.
9You gain a -2 penalty to attack and damage rolls made with this weapon.
10You gain a +1 bonus to attack and damage rolls made with this weapon.
11You gain a -1 penalty to attack and damage rolls made with this weapon.
12You gain a +2 bonus to attack and damage rolls made with this weapon.
13You gain a -3 penalty to attack and damage rolls made with this weapon.
14Instead of rolling, treat the result of this weapon's damage dice as the maximum result until the end of your next turn.
15You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
16Your attacks with this weapon deal an additional 1d8 necrotic damage.
17You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute.
18You are surrounded by a faint, ethereal music for the next minute.
19A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself.
20Roll twice on this table, gaining both effects.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Extra Reloads: More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.

Proficiency: firearms Source: Xanathar's Lost Notes to Everything Else p. 63 (Homebrew), Heliana's Guide to Monster Hunting - Part One p. 122

Otros datos

magic

YES