![]() On a failed save, the target is knocked prone. Wings: On a hit, the target must make a Strength saving throw if it is flying.Torso: The attack scores a critical hit on a roll of 19 or 20.Legs: On a hit, if the target is Huge or smaller, it must make a Strength saving throw or be knocked prone.Head: On a hit, the target must make a Constitution saving throw or suffer disadvantage on attacks until the end of its next turn.The item is pushed 10 feet directly away from you. On a failed save, the target drops one object it is holding of your choice. Arms: On a hit, the target must make a Strength saving throw.If a creature does not have one of the listed body locations, that part cannot be targeted: The attack gains one of the following effects depending on the part of the body targeted. Called ShotĪt 9th level, when you make attack with your firearm you can choose to target a part of the target creature's body. ![]() Extra AttackĪt 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. A target takes the weapon's normal damage on a failed save, or half as much on a success. As an action, you can force every creature in a 15 foot cone originating from your firearm to make a Dexterity saving throw. It has the two-handed property, and it deals 2d4 piercing damage on a hit. It counts as a simple ranged weapon, with a normal range of 30 feet and a long range of 120 feet. Once on each of your turns when you hit a creature with your firearm, you can deal an extra 1d8 force damage to that target. ![]() It has the two-handed property, and it deals 1d8 piercing damage on a hit.įorceshot. It counts as a simple ranged weapon, with a normal range of 150 feet and a long range of 600 feet. If you take the Attack action on your turn and have advantage on an attack roll with your firearm against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack with your firearm as a bonus action. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 piercing damage on a hit. If you already have a firearm from this feature, the first one immediately breaks. The ammunition disappears after it hits or misses.Īt the end of a long rest, you can create a new firearm if you have your smith’s tools with you. Your firearm magically produces its own ammunition.If your firearm calls for a saving throw, you use your Spell Save DC.Your firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, but it can bear one of your infusions, and the infusion transfers over if you change your firearm’s model.You can use the firearm as a spellcasting focus for your artificer spells.When you attack with your firearm, you can add your Intelligence modifier, instead of Dexterity, to the attack and damage rolls.Your firearm, regardless of model, grants you the following benefits: When you create your firearm, choose one of the following models: hand cannon, force rifle, or scatter gun. By 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy.
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