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Blunderbuss

Weapon

Rare

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
Blackpowder. Blackpowder weapons fire projectiles with ear-splitting noise, shredding armour with deadly force. When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. Unfortunately, Blackpowder weapons often become useless when wet. If a Blackpowder weapon is exposed to heavy rain, submerged, or drenched in water by a similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions.
Heavy. The size of a heavy weapon makes it difficult to wield. Creatures with less than 15 Strength have DisADV on attacks they make using a heavy weapon.
Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
Reload (1). The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or a Bonus Action to reload. You must have one free hand to reload a weapon.
Scatter (line 10). Scatter weapons are capable of devastating multiple enemies at once. When you take the attack action and successfully hit a creature with a Scatter weapon, measure the weapon’s Scatter range from the square (or point of impact) that the target you hit occupies. All creatures other than the original target that fall within the weapon’s scatter range must make a Dexterity saving throw against your Scatter DC. Upon a failed save, they take damage equal to the ability score modifier you used to hit with the weapon (minimum of 1). Damage dealt this way is the same type as the weapon that you hit with.
Scatter Save DC = 8 + your proficiency bonus + the ability score modifier that you use to determine damage for this weapon.
A weapon’s Scatter range and shape are mentioned in its statistics. For example, a Flame Bellows has a range of 15 feet and a Scatter range of 15 feet. This means the weapon can hit a target within 15 feet, and upon a hit, a 15-foot cone extending beyond the target will determine those hit by the Scatter effect, up to a total distance of 30 feet.
Two-Handed. This weapon requires two hands when you attack with it.
Firearm. When you attack a creature with a firearm, you ignore an amount of their AR equal to half your prof. bonus (rounded down). You only gain this benefit if you are proficient with the weapon.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

Martial Special Attacks

When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

Firearm. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target takes 1 extra die of damage from the attack and gains the Bleeding condition.
Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Sunder Armor. On a hit against a creature wearing armor, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target takes 1 extra die of damage from the attack and loses 1 level of Defense for 1 minute.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Type Damage Damage Range
Advanced Ranged 3d4 Piercing 20/30ft.

Cost: 750gp.


Created by

Gwen0100.

Statblock Type

Item

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