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

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Spell Revolver

Weapon, Rare

  • 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.

  • Proficiency: Yes
    Requires proficiency with firearms or similar ranged weapons to use effectively.

  • Attack Type: Ranged

  • Range: 60/120 feet
    Effective range of 60 feet, with a maximum range of 120 feet at disadvantage.

  • Damage: 1d10 + Spell Effect
    Deals 1d10 physical (piercing) damage. Additional magical effects apply when using magical rounds.

  • Damage Type: Piercing (physical) + variable magical damage (depends on round type)

  • Weight: 4 pounds

  • Cost: Approx. 800 gp, with additional costs for specialized rounds


Properties

  1. Rounds
    Three types of rounds are available, each offering distinct properties and costs:

    • Standard Rounds:

      • Non-magical bullets, used primarily for casting known cantrips.
      • Cost: 5 sp for 50 bullets.
    • 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.
    • 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
  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.