diff --git a/DND/.Brew/Equipment/Spell Revolver.md b/DND/.Brew/Equipment/Spell Revolver.md index 796cd67..7cd48f8 100644 --- a/DND/.Brew/Equipment/Spell Revolver.md +++ b/DND/.Brew/Equipment/Spell Revolver.md @@ -1,55 +1,88 @@ -# DND - Spell Revolver +# **Spell Revolver** -## Weapon +> *Weapon, Rare* -This item consists of two parts, +- **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. -* The Revolver -* The Rifle -* The Rounds +- **Proficiency**: Yes + Requires proficiency with firearms or similar ranged weapons to use effectively. -### The Rounds +- **Attack Type**: Ranged -Rounds can be purchased in three forms +- **Range**: 60/120 feet + Effective range of 60 feet, with a maximum range of 120 feet at disadvantage. -* Standard: These rounds have no magical properties - * Can be used to cast known cantrips -* Blanks: These rounds are templates which allow the user to cast their own magic, through the bullet - * Uses a spell slot - * 5G for 100 bullets -* Imbued: These rounds come pre-imbued with a specific spell up to level 3 - * LV0: 1G for 50 bullets - * LV1: 5G for 50 bullets - * LV2: 10G for 50 bullets - * LV3: 20G for 50 bullets +- **Damage**: 1d10 + Spell Effect + Deals 1d10 physical (piercing) damage. Additional magical effects apply when using magical rounds. -For information on spell limitations, please see this article [Spells](#spells) +- **Damage Type**: Piercing (physical) + variable magical damage (depends on round type) -### The Revolver +- **Weight**: 4 pounds -The revolver on its own does 1d10 damage on hit, and has a plus 2 to hit its target. +- **Cost**: Approx. 800 gp, with additional costs for specialized rounds -| **HIT** | **DMG** | **MGK** | -|---------|---------|---------| -| 1d20+2+SpellMod | 1d10 | 1d10+Spell Effect | +--- -## Spells +## **Properties** -### Requirements +1. **Rounds** + Three types of rounds are available, each offering distinct properties and costs: -These are here to limits to what can be cast by this type of weapon, varients may have other restrictions. + - **Standard Rounds**: + - Non-magical bullets, used primarily for casting known cantrips. + - Cost: 5 sp for 50 bullets. -* If a spell has a certain requirements, they must be met at the time of pulling the trigger - * Verbal: Must be spoken as trigger is pulled - * Material: Must be on the Weilder, Within 5-10ft of target, or imbued into the bullet itself - * Focus: The Weapon is a Magical Focus, - * Devine Focus: The Weapon can be a Devine Focus, as long as it has had the proper markings and rituals applied to it - * XP Cost: ***CANNOT BE CAST*** - * Concentration: ***CANNOT BE CAST*** + - **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. -### One Handed + - **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 -* Somatic: Can be cast with this weapon, - * Requires free hand - * Disadvantage to hit - * Logic: Both aiming the weapon, and making to required gestures takes more concentration than most, +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 5–10 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. diff --git a/DND/Legion/Character.md b/DND/Legion/Character.md index 1ef1895..5395b0f 100644 --- a/DND/Legion/Character.md +++ b/DND/Legion/Character.md @@ -21,7 +21,7 @@ Legion is a sleek, dexterous Warforged with a frame of rusted bronze and tarnish ## Brewed Traits -- **[Precision Engineering](../.Homebrew/Character/Traits.md#precision-engineering)**: Dexterity +1 +- **[Precision Engineering](../.Brew/Character/Traits.md#precision-engineering)**: Dexterity +1 ## Racial Traits