DND/Brew/Spell Revolver: Reformat
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# DND - Spell Revolver
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# **Spell Revolver**
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## Weapon
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> *Weapon, Rare*
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This item consists of two parts,
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- **Description**:
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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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* The Revolver
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* The Rifle
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* The Rounds
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- **Proficiency**: Yes
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Requires proficiency with firearms or similar ranged weapons to use effectively.
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### The Rounds
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- **Attack Type**: Ranged
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Rounds can be purchased in three forms
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- **Range**: 60/120 feet
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Effective range of 60 feet, with a maximum range of 120 feet at disadvantage.
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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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- **Damage**: 1d10 + Spell Effect
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Deals 1d10 physical (piercing) damage. Additional magical effects apply when using magical rounds.
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For information on spell limitations, please see this article [Spells](#spells)
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- **Damage Type**: Piercing (physical) + variable magical damage (depends on round type)
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### The Revolver
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- **Weight**: 4 pounds
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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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- **Cost**: Approx. 800 gp, with additional costs for specialized rounds
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| **HIT** | **DMG** | **MGK** |
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|---------|---------|---------|
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| 1d20+2+SpellMod | 1d10 | 1d10+Spell Effect |
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---
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## Spells
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## **Properties**
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### Requirements
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1. **Rounds**
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Three types of rounds are available, each offering distinct properties and costs:
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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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- **Standard Rounds**:
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- Non-magical bullets, used primarily for casting known cantrips.
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- Cost: 5 sp for 50 bullets.
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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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- **Blanks**:
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- Template bullets that allow the user to cast their own spells through the bullet.
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- **Usage**: Requires a spell slot to cast a spell through the Blank round.
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- Cost: 5 gp for 100 bullets.
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### One Handed
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- **Imbued Rounds**:
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- Rounds pre-imbued with specific spells (up to 3rd level).
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- Effect: Enables casting of pre-enchanted spells upon impact.
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- Cost per 50 bullets:
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- Cantrip (Level 0): 1 gp
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- Level 1 Spell: 5 gp
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- Level 2 Spell: 10 gp
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- Level 3 Spell: 20 gp
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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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2. **Spellcasting Requirements**
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When casting spells through the Spell Revolver, specific requirements must be met for certain spell components:
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- **Verbal Components**: Must be spoken as the trigger is pulled.
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- **Material Components**: Materials must either:
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- Be on the wielder,
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- Be within 5–10 feet of the target, or
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- Be imbued into the bullet.
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- **Focus**: The revolver functions as a magical focus.
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- *Divine Focus*: With proper rituals and markings, the revolver can also serve as a divine focus.
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- **Restrictions**:
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- **XP Cost**: Spells with an XP cost cannot be cast through the Spell Revolver.
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- **Concentration**: Concentration spells cannot be cast through this weapon.
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3. **Special Casting Condition - One-Handed Casting (Somatic Components)**
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When casting spells that require somatic components:
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- **Free Hand Requirement**: The caster must have one free hand to perform the somatic gesture.
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- **Disadvantage on Attack Rolls**: Attack rolls are made at disadvantage due to the need to both aim and perform somatic gestures.
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4. **Attack and Spell Effect Details**
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- **Attack Roll**: `1d20 + 2 + Spellcasting Modifier`
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- **Physical Damage**: `1d10`
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- **Magic Effect**: `1d10 + Spell Effect`, determined by the type of round used (Standard, Blank, or Imbued)
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---
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### **Attunement**: Yes
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### **Notes**
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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.
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### **Source**: *Homebrew*
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---
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### Example Usage Scenario
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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.
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@ -21,7 +21,7 @@ Legion is a sleek, dexterous Warforged with a frame of rusted bronze and tarnish
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## Brewed Traits
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- **[Precision Engineering](../.Homebrew/Character/Traits.md#precision-engineering)**: Dexterity +1
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- **[Precision Engineering](../.Brew/Character/Traits.md#precision-engineering)**: Dexterity +1
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## Racial Traits
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