From 7501e3a005106bf0d1d40417ac80f362d09f2104 Mon Sep 17 00:00:00 2001 From: merith-tk Date: Mon, 4 Nov 2024 15:58:39 -0800 Subject: [PATCH] DND/.Brew/Equipment/Spell Revolver --- DND/{.Homebrew => .Brew}/Character/Traits.md | 0 DND/.Brew/Equipment/Spell Revolver.md | 55 ++++++++++++++++++++ 2 files changed, 55 insertions(+) rename DND/{.Homebrew => .Brew}/Character/Traits.md (100%) create mode 100644 DND/.Brew/Equipment/Spell Revolver.md diff --git a/DND/.Homebrew/Character/Traits.md b/DND/.Brew/Character/Traits.md similarity index 100% rename from DND/.Homebrew/Character/Traits.md rename to DND/.Brew/Character/Traits.md diff --git a/DND/.Brew/Equipment/Spell Revolver.md b/DND/.Brew/Equipment/Spell Revolver.md new file mode 100644 index 0000000..796cd67 --- /dev/null +++ b/DND/.Brew/Equipment/Spell Revolver.md @@ -0,0 +1,55 @@ +# DND - Spell Revolver + +## Weapon + +This item consists of two parts, + +* The Revolver +* The Rifle +* The Rounds + +### The Rounds + +Rounds can be purchased in three forms + +* 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 + +For information on spell limitations, please see this article [Spells](#spells) + +### The Revolver + +The revolver on its own does 1d10 damage on hit, and has a plus 2 to hit its target. + +| **HIT** | **DMG** | **MGK** | +|---------|---------|---------| +| 1d20+2+SpellMod | 1d10 | 1d10+Spell Effect | + +## Spells + +### Requirements + +These are here to limits to what can be cast by this type of weapon, varients may have other restrictions. + +* 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*** + +### One Handed + +* 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,