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GUNS AND GUNSLINGERS
prc Ulan
A compendium of firearms, feats and subclasses
for the world's greatest roleplaying gameCONTENTS
REARM MECHANICS 3
FIREARM PROPERTIES ars
New Fears : 4
SUBCLASSES 5
Cieric - MarksMAN DoMAIN. 5
FIGHTER ~ GUNSLINGER vow sx
PALADIN - OATH OF THE DESPERADO........8
WARLOCK - THE BLACK POWDER BARON...?
tlt
CRrepITS
Onrcrna
Matt Mercer
bnttps://wwu.drdbeyond.com/subclasses/gunslinger
Firearms and the gunslinger subclass started off
from this
Aer
Page 1 - Michael Whelan
Page 3 ~Scott Austin
Page 4- onetruebears
Page 5 - Joseph Descallar
Page 6 - Shaun Linn
Page 7 - @ohpleasestopit
Page 8 - Ryan DeMita
Page 9 -Clonerh
Page 10 - Garrie Gastonny
—_—eoeoeoeoo
MARKSMAN DOMAIN
(Clerics of this domain are sent by more violent gods to
peform dirty work with dirty weapons. With a focus on
integrating their combat into casting into spellcasting, they
can swap between the two interchangably.
GUNSLINGER
Gunslingers are generally heralded as the originators and
innovators inthe world of firearms, Gunslingers like to fll
people with holes and dont care which gun they do it with,
often carrying afew for good measure
OATH OF THE DESPERADO.
‘These Paladins have a set of beliefs that they hold dear and
they're not letting anyone get in the way of that. While most of,
this ilk stay elose, Desperado paladins value the ability to
keep some distance and shoot with unerring accuracy.
THE BLACK POWDER BARON
Warlocks to this patron may find themselves with
experimental unreliable weaponry or capabilites, gifted to
sate a morbid curiosity. Warlocks like these never really know
what they're going to get, having a versatile skill set and are
subject to luck's mercy.FIREARM PROPERTIES
-arms are a new, volatile technology, bringing
their own unique set of weapon properties.
‘Some properties are followed by a number, and
this number signifies an element ofthat 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
toits Reload score before you must spend 1 attack or 1
action to reload. You must have a free hand to reload.
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, using Dexterity (DC equal to
B+ misfire score)
If your check fails, the weapon is broken and must be
‘mended during a short or long rest ata quarter of the cost of
the firearm. Creatures who use a firearm without being
proficient increase the weapon's misfire score by I
Loud. Whenever you shoot this weapon, it creates a sound
audible out to a range, in feet, specified in the property
‘Scatter. When you make an attack with a firearm that has
the Scatter property, you may choose one other ereature
within 5ft ofthe original target. IFthe attack roll would hit
them, they take one dic ofthe weapon's damage.
This property does not function ifthe weapon misfires.
AMMUNITION.
Al 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
‘SPECIAL.
Palm Pistol You can easily attempt to conceal this firearm
san action. When you do so, people tring to find or spot
this weapon hidden on you suffer disadvantage to do so.
FIREARMS
Name Cost Ammo Damage Weight Range Properties
Palm Pistol SOgp 2gp (20) 1d8 piercing 1 lbs (40/160) Light, reload 1, misfire 1, loud 30, special
Pistol -150gp 4gp (20) 1d10 piercing 3 lbs (60/240) Light, reload 4, misfire 1, loud 100
Musket 300gp Sgp (20) 1412 piercing 10 lbs (120/480) Two-handed, reload 2, misfire 2, loud 150
Pepperbox 250gp 4gp (20) 1d1Opiercing 6 Ibs (80/320) Reload 6, misfire 2, loud 120
Blunderbuss 300gp Sep (5) 2d8 piercing 10 bs (20/60) Reload 1, misfire 2, oud 180, scatter
Bad News Crafted 10gp (5) 2d12 piercing 25 lbs (200/800) Two-handed, heavy, reload 1, misfire 3, loud 300
Paddle-Foot Pistol Crafted 6gp (20) 2d4 piercing 4 lbs (30/90) _Light, reload 4, misfire 3, loud 160, scatter
Sawed-Off Crafted 12gp (10) 2d6 piercing 7 Ibs (15/40) Reload 2, misfire 3, loud 210, scatter
— ges geFEATS
AKIMBO SHOOTING
Prerequisite: Proficieney with atleast I firearm with the
Light property
You've practised with a gun in both hands, adopting it as your
‘own style. You gain the following benefits:
+ You can engage in two weapon fighting with light firearms,
instead of only light melee weapons.
‘Engaging in ewo weapon fighting does not restrict your
ability to reload or fix firearms.
+ When you reload a firearm whist holding one in both
hands, you can reload both guns at once,
FIREARM MASTER
‘You have practised with a variety of firearms, granting you the
following benefits
+ Increase your Dexterity by 1, toa maximum of 20,
» You gain proficiency with Tinker's Tools and four firearms
‘of your choice. You use your Dexterity to fix your firearms
GUNSLINGING ADEPT
Prerequisite: Proficiency with atleast I firearm.
‘Your training with guns has began to pay off. You gain the
following benefits:
+ You learn two trick shots of your choice from among those
available to the Gunslinger archetype in the fighter class
This trick shot eannot be limited by level Ifa trick shot
you use requires your target to make a saving throw to
resist the tick shots effects, the saving throw DC equals 8
+ your proficiency bonus + Dexterity
+ You gain one grit point (this point is added to any grit
points you have from another source) This point is used to
fuel your trick shots. A grit point is expended when you
use it. You regain 1 expended grit point when score a
critical hit with a firearm attack or deal the finishing blow
to creature with CR equal to or greater than 1/3 of your
character level
+ You may spend one grit point to fix a misfired (but not
broken) fi
arm as a bonus action.
Scarrer SHOT
Prerequisite: Proficiency with at least I firearm with the
‘Scatter property
Where others took guns as a tool for precision, you missed
that memo and decided you didn't need to be accurate,
ranting you the following benefits
‘+ When using firearm with the scatter property, you do not
suffer disadvantage from being within Sf. of an enemy.
+ You can add your normal damage modifier to damage
dealt from the Scatter property to-a second target
+ When you rolla 1 of 2 on a damage die for an atack you
make with a seatter weapon, you ean reroll it and must
take the new result. This also applies to damage dealt to a
‘secondary target through the scatter propertyMARKSMAN DOMAIN
deity involved inthe Marksman Domain is
gencrally less focused on how a problem gets
solved and more that it does. This isnot to say
that they are all lawless - some being the exact
opposite instead choosing to wilise the
innovations of ficearms as a way to get a job
IO cor sich aed city Goce of te demas
may revel in death or ingenuity, and tend tobe any alignment,
just little less nice than normal. They might send their
cleries to tie up loose ends or keep people inline wit their
personal morals.
SUBCLASS FEATURES
Level Features
Ist_ Firearm proficiency, Guided Repairs
2nd Channel Divinity: Early Warning.
6th Channel Divinity: Faceoff
8th Divine Strike
17th Narne
Domain SPELLS
eric
Level Spells
st Guiding Bolt, Hunter's Mark
3rd Branding Smite, Rope Trick
Sth Fly, Lightning Arrow
7th Freedom of rroverent, Mordenkainen's
Faithful Hound
9th Conjure Volley, Legend Lore
REARM PROFICIENCY
{At Lat level you gain proficiency with firearms and Tinker's
Tools.
Gunep REPAIRS
From Ist level you can call upon your god to quickly do
‘maintenance. As a bonus action, you can reload a firearm or
attempt to fix a broken (but not misfired) firearm,
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once) You regain all
expended uses when you finish a long rest.
Cxannet Divinrry: EARLY WARNING
Starting at 2nd level. you can use your Channel Divinity to
ensure one creature is ready when things go south. As a
reaction when you or a willing creature within 30 feet of you
rolls initiative, you may use your Channel Divinity to set their
initiative score to 20. You must do this before they roll and
before you know the rest of the initiative order.
CHANNEL DIvINITY: FACEOFF
By 6th level you can also use your Channel Divinity to dish
‘out punishment to multiple enemies at once. As an action,
you can use your Channel Divinity and choose a number of
‘enemies that you can sce within your firearms first range
incriment, up to your Wistlom modifier (a minimum of one)
You make firearm attack against each of those creatures, in
an order of your choosing,
‘You may substitute any of these attacks for a reload, or
reload via another method between attacks.
Driving STRIKE
Starting at 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of your
‘urns when you hita creature with a weapon attack, you can
cause the attack to deal an extra 148 piercing damage. When
you reach 14th level, the extra damage increases to 248.
Compat Macic
AUITth level when you use your action to cast a cleric spell
you can make one firearm attack as a bonus action.
‘Additionally, when you use your Channel Divinity: Faceoff
feature, you can apply your Divine Strike to every hit, instead
of ust one, provided you have not already done so this turn.GUNSLINGER
MARTIAL ARCHETYPE
; ost warriors and combat specialists
a spend their years perfecting the classic
arts of swordplay, archery or pole arm
afr tacties. Whether duclistor infantry,
GD crastal weapons were seemingly
perfected long ago, and the true
challenge is to master them,
However, some minds couldn't stop with the innovation of
the crossbow, Experimentation with alchemical components
and rare metals have unlocked the secrets of controlled
explosive force. The few who survive these trials of ingensity
may become the ir to ereate, and deftly wield, the first
firearms,
‘This archetype focuses on the ability to design, craft, and
utilize powerful yet dangerous ranged weapons. Through
creative innovation and immaculate aim, you become a
distant force of death on the battlefield. However, not being a
perfect science, firearms carry an inherent instability that can
‘ccasionally leave you without a functional means of attack.
This is the danger of new, untested technologies in a world
‘where the arcane energies that rule the elements are ever
present.
‘Should this path of powder fire, and metal call to you, keep
your wits about you, hold on to your convictions as a fighter,
and let skill meet luck to guide your bullets to strike true.
‘Suscass FEATURES
Level Features
3rd. Firearm Proficiency, Trick Shots
7th Quickdraw
Oth Lightning Reload
15th Trained Professional
18th. Vicious Intent, Hemorrhaging Critical
FIREARM PROFICIENCY
Starting at third level, when you choose this archetype, you
iain proficiency with firearms and Tinker's Tools.
TRIcK SHOTS
Also at 3rd level you to wield your weapon with a brutal type
of finesse,
‘Trick Shots: You learn two trick shots of your choice,
which are listed under "Trick Shots’ below. Each trick shot
«will specify when you can use it You can only use one trick
shot per attack
‘You learn one additional trick shot of your choice at 7th,
10th, 15th and 18th level. Each time you learn a new trick
shot, you can also replace one trick shot you know with a
different one.
Grit: You have a
number of grit points
‘equal to your Intelligence.
‘modifier (minimum 1)
which can be wsed to fuel
trick shots,
You regain 1 expended
grit point when score a critical
hit with a firearm attack against
creature or deal the finishing
blow toa creature with CR
equal to or greater than 1/3 of your
character level
In addition, you and may spend one
ait point to fix a misfired (but not broken) firearm as a
bonus action.
You regain all grit points after a short or long rest.
‘Saving Throws: Some of your trick shots require your
targets to make a saving throw to resist the trick shot's
cffect, The saving throw DC is calculated as follows:
‘Trick Shot Save DC = 8 + your proficiency bonus + your
Intelligence modifier
QuickpRaw
‘At 7th level. you can add your proficiency bonus to your
initiative modifier Additionally, you gain an extra item
interaction which can only be used to draw or holster a
firearm.
Licutninc RELOAD
‘Starting at 10th level you ean reload any firearm as a bonus
TRAINED PROFESSIONAL
By 15th level you've learnt to fix your firearms even faster
than before. You can use an attack to try and fix a misfired
(but not broken) firearm, rather than an action,
Vicious INTENT
[At 18th level your firearm attacks score a critical hit on a roll
of 1920,
HEMORRHAGING CRITICAL
Upon reaching 18th level whenever you score a critical hit on
an attack with a firearm, the target additionally suffers half of
the damage from the attack at the end of its next turn.Trick SHOTS
‘The trick shots are presented in alphabetical order. Some
trick shots require you to be level 15 or above. You may only
have two of these trick shots ata time.
Bloody Trail (level 15). When you hit a creature with a
firearm attack, you can spend two grit points to make them
bleed profusely: While bleeding, they do not benefit from
invisibility and anybody trying to track them or spot them
hiding gets advantage.
tthe end of each of their turns, the target makes a
Constitution saving throw. Ifthey pass three times, the effect
ends. If they fail three times, they stop making saves and the
effect lasts for 1 hour.
Counterbullet (level 15). Asa reaction when you see a
spell being cast, you can spend two grit points to make a
single firearm attack against the spelleaster. The spell must
hhave at east one somatic or material component. Iit hits,
they take no damage but must make a Constitution saving
throw or fail to cast the spell and waste that casting,
Curving Bullet. When you miss a firearm attack and did
‘ot misfire, you can use your reaction to spend one grit point
tomake that shot redirect to another target. The new target
‘must be within 5 ft ofthe frst target, or in a line directly
bbchind them. Roll another attack against the new target,
‘which cannot misfire or benefit from other trick shots and
oes not consume addition ammunition.
Deadeye. When you make a firearm attack, y
fone grit point to gain advantage on that attack.
Fickle Devastation (level 15). When you make a firearm
attack that does not already have disadvantage, you can
spend two grit points to impose disadvantage on the attack
rol Ifyou hit the attack isa critical hit.
‘A critical hit scored through the use of this trick shot does
not regain you a grit point.
Hostage Situation (level 15) As an action, while holding a
firearm, you may spend two grit points to (ry threaten one
creature within your firearm's normal range. Ifthe target
‘moves or tries to make an attack, you may make an attack
against them with with the held firearm as a reaction. Ifthe
attack hits, the target takes normal damage and either has
their speed reduced to 0 until the star oftheir next turn oF
the attack automatically misses.
‘This effect ends if you have not used your reaction on i
before the end of your next turn or used your action on a
ssubsiquent turns to sustain it, at no extra grit point cost. You
can only move up to half of your speed on a turn you use your
action to sustain this, -
(Out Of The Ais. As a reaction when you see an enemys
‘making a ranged weapon attack, you can spend one
vit point to make a firearm attack against the a
projectile. The enemy's projectile has an AC equal (0%
the opponent's attack roll. Ifyou bit, their attack
uutomatically misses.
‘You may use this trick shot after seeing the
‘number rolled, but before itis determined
ifthe attack hits.
can spend
Piercing Shot. When you make a firearm attack against a
creature, you can expend one grit point to attempt to fire
through multiple opponents. The initial attack gains a +1 to
the firearms misfire score. On a hit, the ereature suffers
normal damage and you make an attack rll against up to
three creatures in a line directly behind the target within your
first range increment. Only the intial attack can misfire and
regain grt points from a critical hit.
Polite Deterrent. When you hita creature with a firearm
attack, you can spend one grit point to foree the target to
make a Strength saving throw. On a failure, itis pushed away
from you a number of feet equal (o §* your Intelligence
‘modifier (minimum ft).
‘Smoke Round. As an action, you may shoot once with a
firearm you are holding and spend one or more grit points,
Roll o misfire with that weapon. Ifyou do not misfire,
sphere of heavy obscurement with a radius equal to Sf. times
the number of grit points spent is created, centred on your
current space. This lasts until the start of your next turn oF
until a wind of moderate or greater speed (at least 10 miles
per hour) disperses it.
Ifyou misfire, only your current space is obscured and the
gun misfres as if had been a regular attack.
‘To The Ground. When you hit a creature witha firearm
attack, you can spend one grit point to foree the target to
make a Strength saving throw. On a failure, itis knocked
prone.
Violently Deescalate. When you hit witha firearm attack,
you can spend one grit point to force the target to make a
‘Strength saving throw. On a fai the creature drops the
‘weapon and itis thrown a number of feet behind them equal
to 5 * your Dexerity modifier (minimum 5 ft).
"Warning Shot. As an action, you may spend one grit point
to attempt to frighten a creature that you take a shot at. This
shot is an automatic miss, but can still misfire and consumes,
ammunition. The target must make a Wisdom saving throw
fr become frightened of you for one minute. Also, at the end
of their turn, they can repeat the save to end the effect early.OATH OF THE DESPERADO
he Oath of the Desperado is one that has a
tendency to come and go throughout history,
though there is perpetually « handful of
members at the very least. Paladins who swear
this Oath seek not to be a shining beacon of,
‘what's good and just, but what they believe to
be right, whether that be because a god
‘decreed itso, it’s tradition to their people or simply a strongly
held belief. As such, they are generally not recognizable by
‘what they do, but their methods and drive.
TENETS OF THE DESPERADO
‘The tenets of the Oath of the Desperado exist amongst
individuals, picked up and passed down through no set.
means, Members of this Oath often embody these key
principles.
Shoot First. Your justice is simple: whoever shoots and
kills frst is usually considered tobe right.
‘Teach Them Their Place. Those who step out of line
against you should learn quickly where they belong.
Be Steadfast. Never falter in what you believe is right; only
0 into something you're sure about.
‘SuBcLass FEATURES
Level Features
3rd_ Channel Divinity, Oath Spells, Firearm Proficiency
7th Trancendant justice
“ith Experienced Duelist
15th Bullet Time
Oar SPELLS
‘You gain oath spells at the paladin levels listed
Paladin Level Spells
3rd Command, Expeditious Retreat
Sth Invisibility, Misty Step
9th Enemies Abound, Thunder Step
13th —_Banishment, Freedom of Movement
17th Far Step, Mislead
CHANNEL DiviNITy
When you take this oath at 3rd level you gain the following
‘wo Channel Divinity options.
Divine Armaments. As a bonuts action, you can summon a
pepperbox that cannot misfire, along with 6 bullets for it. The
‘weapon is summoned fully loaded, and it cannot use any
other ammunition,
You get bonus to attack and damage rolls with this
‘weapon equal to your Charisma modifier (minimam 1) and
can divine smite on ranged attacks using i, provided that the
enemy is within 608. At 11th level this bonus extends to
improved divine smite
‘The summoned weapon lasts until you use an action to
dispel it, you expend all 6 bullets or you take a short or long.
Reconstruct. As a bonus action, one firearm you are
holding is automatical fixed ifit was misfired but not broken,
and that firearm is reloaded.
FIREARM PROFICIENCY
Upon taking this Oath at 3rd level you gain proficiency wi
firearms and Tinker's Tools.
‘TRANCENDANT JUSTICE
‘Starting at 7th level, you wield firearms with divine fury.
When you hit an enemy that you are within 10 feet of with a
firearm attack, you can ignore the restriction on using a
melee weapon for divine smite. At L1th level, this bonus also
applies to improved divine smite.
At 18th level, you can smite if you are within 30 feet ofthe
enemy, rather than 10.
EXPERIENCED DUELIST
By 15th level, you've learnt to see the signs of when a fight is
about to bredik out and how to aet accordingly, You can add
‘your Charisma modifier to your initiative rolls.
BuLLeT TIME
Act
fory
Imi
‘wins osTHE BLACK POWDER BARON
tinkerer, and a pioneer in the world of,
engineering when they show their face. While
that is infrequent, itis highly impactful, and
their warlocks are one example ofthis. You are
their first source of feedback for all oftheir new
devices. In other words, you're the test dummy.
Beings ofthis sort are varied, not specifically limited by
anything, but likely quite involved
our patron is known for being somewhat of a
‘Susciass FEATURES
Level Features
Ist Firearm Proficiency, Experimental Weaponry
6th Curious Translocation
Voth Sudden Hemorrhage
V4th Infused Arcana
EXPANDED SPELL List
‘The Black Powder Baron lets you choose from an expanded
list of spells when you learn a warlock spell The following,
spells are added to the warlock spell lst for you.
BLAck PowpeRr BARON EXPANDED SPELLS
Spell Level Spells
Ist Detect Magic, Zephyr Strike
2nd Branding Smite, Nystul's Magic Aura
3rd Lightning Arrow, Lightning Bolt
4th Fabricate, Mordenkainen's Private Sanctum
Sth Banishing Smite, Skill Empowerment
x
FIREARM PROFICIENCY
At Ist level you gain proficiency with firearms and Tinker's
Tools
EXPERIMENTAL WEAPONRY
‘Starting at 1st level your patron has agreed to "upgrade" your
armaments, When you finish along rest, ou can touch one
firearm that lacks the two-handed property and cause itto
disappear. This effect lasts until you finish a long rest.
‘When you take the attack action, or as a bonus action, you
‘can summon this frearm into your hand with afew minor
changes. Roll on both the positive and negative Experimental
Weaponry tables (at the end of this subclass), applying both
cffects to your firearm. Ifa pair of positive and negative rolls
are the same, neither takes effect -unless they are 12s.
[tthe end of each of your turns, you can choose to dismiss
this (no action required) A summoned firearm is.
automatically dismissed after one minute, unless itis broken.
Curious TRANSLOCATION
A 6th, you may pass through one of your patron's
experimental planes to getaway. As an action, you can
teleport up to 15 feet away to a point you can sce and roll 1d4
con the table below.
‘Once you use this feature, you can't do so again until you
finish a short or long rest.
4 Berefit
1 You turn invisible until the start of your next turn.
2 Allfirearms on your person are fixed and reloaded.
3 You can immediately make one firearm attack against a
Creature within range as part of the same action.
4 Gain 146 + haf of your Warlock level temporary hit
points that last untl you take a short rest
SuppDEN HEMORRHAGE
By 10th level. your weapons are starting to cause secondary
effects at unexpected times, When a creature that you have
hit with a firearm attack since your last turn targets you with,
an attack, you can use your reaction to impose disadvantage
fon the roll as their wound opens unexpectedly.
INFUSED ARCANA
Upon reaching 1th level you can infuse a bullet with a spelh
When you use your action to cast a spell with a warlock spell
slot, without a range of self, you can delay the effects of the
spell As a part of the same action, make a firearm attack.
-fthe attack hits, the target take normal damage and the
spell is cast on them, ether as the sole target or centre of
effect, regardless ofthe spells range. You have advantage in
any attack rolls made as part of this spell and the target has.
disadvantage on saves made against it
I the attack misses, the spell is wasted
ofELDRITCH INVOCATIONS
ETHEREAL SHOT
Prerequisite: Black Powder Baron Patron, Pact of the Tome
feature
‘Once per turn, when you attack with firearm, you can,
have that shot pass through the ethereal plane. This allows
{you to ignore one source of your cover that your target is|
behind, including full cover ifyou are aware oftheir location.
You can also target a creature on the ethereal plane that you
are aware of with this ability,
Doing this limits that firearm shot to the first range
increment of the weapon,
Expiosive Pact WEAPON
Prerequisite: Black Powder Baron Patron, Pact ofthe Blade
feature
You can summon any non-crafted firearm as your pact
‘weapon, fully loaded. In addition, the benefits of your
Experimental Weaponry feature extend to any weapon you
conjure as part of your pact of the blade feature, but you can
only have one summoned at a time,
DIsPLACEMENT PORTAL
Prerequisite: Black Powder Baron Patron, Pact of the Chain
feature
‘When you take the attack action with a firearm, you can,
choose to temporarily open a portal adjacent to you and one
next to your familiar You decide which way the portal by your
familiar faces. You can see and shoot through this portal
though it closes at the end of your turn,
‘This only functions when within 100 feet of your familia.
EXPERIMENTAL WEAPONRY
612 Positive Effect 12 Negative Effect,
1 No effect. 1 No effect.
2 This weapon and its 2 This weapon and its
emissions smells emissions smells
shockingly nice, terrible.
3. You cannot be 3. For the next rinute,
unwillingly disarmed
of this firearm while
you are consious.
any experimental
weapon ll have the
traits ofthis firearm
4 This weapon deals an 4 When you misfire with
additional 148 damage this weapon, take 28
fon a critica it. force damage
5 This weapon does not 5. This weapon's loud
have the loud property. property is doubled.
6 The first range 6 The second range
increment fr this increment fr tis
weapon is equal to the weapon is equal to the
Second. fist
7 Thereload score of 7 The reload score of.
this weapon is one this weapon is one
higher. lower (minimum of 1)
8 The first shot you 8 The first shot you
‘make with this firearm
after every reload has
make with this weapon
after every reload has
advantage. disadvantage.
9 This weapon scores 9 This weapon's misfire
criticals on a roll of 19 score is increased by
or 20. 1
10 Yourattacks with this 10 Your attacks with this
weapon deal an extra weapon do not add
146 force damage. your ability score
11 You have +1d4 to pales
attack rolls made with 11 You have -1d4 to
this weapon. attack rolls made with
12 Roll twice on this table tis weapon.
and gain both effects; 12 Roll twice on this table
reroll 12s, and gain both effects;
reroll 12s.
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