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72
homebrew/weapons/CantripBlaster.md
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homebrew/weapons/CantripBlaster.md
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# DND - Cantrip Blaster
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## How to Aquire
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An artificier or simular magic based class can craft this item.
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Lesser Quality
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------
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When crafted, the item can be infused with an cantrip for 1d10 charges and will need to be reinfused with a cantrip after these charges are spent.
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The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
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up to five different cantrips can be infused at one time during crafting
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```
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Catrips Effect
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1 | 1d10 charges.
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2 | 2d5 charges.
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3 | 3d3 charges.
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4 | 4d2 charges.
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5 | 1 charge per cantrip.
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```
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The infused cantrip takes on no bonuses from the caster of the weapon
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each die specifies the amount of charges for each cantrip added,
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example. 2 cantrips mean 1d5 charges per cantrip
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Average Quality
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------
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When crafted, the item can be infused with an cantrip for 1d20 charges and will need to be reinfused with a cantrip after these charges are spent.
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The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
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up to five different cantrips can be infused at one time during crafting
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```
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Catrips Effect
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1 | 1d20 charges.
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2 | 2d10 charges.
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3 | 3d5 charges.
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4 | 4d3 charges.
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5 | 2 charges per cantrip.
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```
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The infused cantrip takes on the bonuses it would normally get if the caster had the cantrip as a spell
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each die specifies the amount of charges for each cantrip added,
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example. 2 cantrips mean 1d10 charges per cantrip
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Greater Quality
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------
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When crafted, the item can be infused with an cantrip for 1d40 charges and will need to be reinfused with a cantrip after these charges are spent.
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The infuser is unable to cast that cantrip again or infuse it again until they perform an long rest.
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up to five different cantrips can be infused at one time during crafting
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```
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Catrips Effect
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1 | 1d40 charges.
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2 | 2d20 charges.
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3 | 3d10 charges.
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4 | 4d5 charges.
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5 | 5 charges per cantrip.
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```
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The infused cantrip takes on the bonuses from both the caster, and the infuser. If they are the same person, only one effect is active
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each die specifies the amount of charges for each cantrip added, example. 2 cantrips mean 1d20 charges per cantrip
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55
homebrew/weapons/SpellRevolver.md
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homebrew/weapons/SpellRevolver.md
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# DND - Spell Revolver
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## Weapon
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This item consists of two parts,
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* The Revolver
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* The Rifle
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* The Rounds
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### The Rounds
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Rounds can be purchased in three forms
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* Standard: These rounds have no magical properties
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* Can be used to cast known cantrips
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* Blanks: These rounds are templates which allow the user to cast their own magic, through the bullet
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* Uses a spell slot
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* 5G for 100 bullets
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* Imbued: These rounds come pre-imbued with a specific spell up to level 3
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* LV0: 1G for 50 bullets
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* LV1: 5G for 50 bullets
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* LV2: 10G for 50 bullets
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* LV3: 20G for 50 bullets
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For information on spell limitations, please see this article [Spells](#spells)
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### The Revolver
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The revolver on its own does 1d10 damage on hit, and has a plus 2 to hit its target.
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* HIT: 1d20+2+SpellMod
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* DMG: 1d10
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* MGK: 1d10+Spell Effect
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## Spells
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### Requirements
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These are here to limits to what can be cast by this type of weapon, varients may have other restrictions.
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* If a spell has a certain requirements, they must be met at the time of pulling the trigger
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* Verbal: Must be spoken as trigger is pulled
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* Material: Must be on the Weilder, Within 5-10ft of target, or imbued into the bullet itself
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* Focus: The Weapon is a Magical Focus,
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* Devine Focus: The Weapon can be a Devine Focus, as long as it has had the proper markings and rituals applied to it
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* XP Cost: ***CANNOT BE CAST***
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* Concentration: ***CANNOT BE CAST***
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### One Handed
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* Somatic: Can be cast with this weapon,
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* Requires free hand
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* Disadvantage to hit
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* Logic: Both aiming the weapon, and making to required gestures takes more concentration than most,
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