notes/DND/.Brew/Equipment/Spell Revolver.md

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# **Spell Revolver**
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> *Weapon, Rare*
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- **Description**:
The Spell Revolver is a finely crafted firearm with arcane symbols etched along its barrel and chamber, allowing it to channel magic through specialized rounds. Created by an ancient mage-gunsmith, it blends powerful weaponry with spellcasting potential. This weapon is intended for spellcasters proficient with firearms, providing a unique way to cast spells at range.
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- **Proficiency**: Yes
Requires proficiency with firearms or similar ranged weapons to use effectively.
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- **Attack Type**: Ranged
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- **Range**: 60/120 feet
Effective range of 60 feet, with a maximum range of 120 feet at disadvantage.
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- **Damage**: 1d10 + Spell Effect
Deals 1d10 physical (piercing) damage. Additional magical effects apply when using magical rounds.
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- **Damage Type**: Piercing (physical) + variable magical damage (depends on round type)
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- **Weight**: 4 pounds
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- **Cost**: Approx. 800 gp, with additional costs for specialized rounds
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---
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## **Properties**
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1. **Rounds**
Three types of rounds are available, each offering distinct properties and costs:
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- **Standard Rounds**:
- Non-magical bullets, used primarily for casting known cantrips.
- Cost: 5 sp for 50 bullets.
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- **Blanks**:
- Template bullets that allow the user to cast their own spells through the bullet.
- **Usage**: Requires a spell slot to cast a spell through the Blank round.
- Cost: 5 gp for 100 bullets.
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- **Imbued Rounds**:
- Rounds pre-imbued with specific spells (up to 3rd level).
- Effect: Enables casting of pre-enchanted spells upon impact.
- Cost per 50 bullets:
- Cantrip (Level 0): 1 gp
- Level 1 Spell: 5 gp
- Level 2 Spell: 10 gp
- Level 3 Spell: 20 gp
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2. **Spellcasting Requirements**
When casting spells through the Spell Revolver, specific requirements must be met for certain spell components:
- **Verbal Components**: Must be spoken as the trigger is pulled.
- **Material Components**: Materials must either:
- Be on the wielder,
- Be within 510 feet of the target, or
- Be imbued into the bullet.
- **Focus**: The revolver functions as a magical focus.
- *Divine Focus*: With proper rituals and markings, the revolver can also serve as a divine focus.
- **Restrictions**:
- **XP Cost**: Spells with an XP cost cannot be cast through the Spell Revolver.
- **Concentration**: Concentration spells cannot be cast through this weapon.
3. **Special Casting Condition - One-Handed Casting (Somatic Components)**
When casting spells that require somatic components:
- **Free Hand Requirement**: The caster must have one free hand to perform the somatic gesture.
- **Disadvantage on Attack Rolls**: Attack rolls are made at disadvantage due to the need to both aim and perform somatic gestures.
4. **Attack and Spell Effect Details**
- **Attack Roll**: `1d20 + 2 + Spellcasting Modifier`
- **Physical Damage**: `1d10`
- **Magic Effect**: `1d10 + Spell Effect`, determined by the type of round used (Standard, Blank, or Imbued)
---
### **Attunement**: Yes
### **Notes**
The Spell Revolver is designed for spellcasters who can proficiently handle firearms and arcane focus items. Its versatility allows for the casting of a wide array of spells, though it restricts concentration spells and those with an XP cost. This weapon is ideal for tactical spellcasters who prefer mid-to-long-range attacks, but managing ammunition types and spell components is key to its effective use.
### **Source**: *Homebrew*
---
### Example Usage Scenario
In a critical moment of battle, a wizard proficient with firearms draws the Spell Revolver loaded with an Imbued Round containing *Magic Missile*. Firing at multiple opponents, the bullets split mid-flight, hitting different targets simultaneously. Later, the wizard uses a Blank round to cast *Ray of Frost*, slowing a charging enemy from a distance.