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KoyukiTei13
2016-08-08, 02:52 AM
Rapid Firecannon
Firearm (pistol), uncommon
Once every hour, you gain an empowered attack that deals the damage die of the weapon as normal and an additional 1d6 + your Dexterity modifier + your proficiency bonus as thunder damage.
Edit: Your range is also increased by half of the base ranges; the base ranges of a pistol are 30/90, so the range for one attack would be 45/135.

Hextech Revolver
Firearm (revolver), rare (requires attunement)
As an action, the wielder of the Hextech Revolver may choose to, instead of using the regular damage die of the base weapon, cast Chromatic Orb, Magic Missile, or Witch Bolt. This shot expels the ammunition, which acts as material components for the chosen spell.
Edit: The revolver starts with 12 charges, and regains 1d6 expended charges at dawn; casting a spell consumes one of the charges.
You may only cast these spells as 1st-level spells if you do not have the spellcasting feature from your class.
If you do have the spellcasting feature, you can cast these spells up to the highest level spell slot you can cast without using one of your spell slots. If you use the spell feature of this weapon and cast a spell as 4th level or higher, you cannot use this ability until you complete a long rest.

Hextech Gunblade
Firearm (pistol, revolver), very rare (requires attunement)
Considered to be a better Hextech Revolver, this firearm was modified by a gunsmith to include a bayonet around the barrel. This sidearm has 3 different forms of attack due to this modification.

Melee Attack: Take an action, swinging the gunblade, dealing 1d6 slashing damage. The gunblade’s keen edge has the Light and Finesse properties, and can be poisoned or otherwise modified as a blade.
Ranged Attack:Take an action, firing the gun as normal, dealing weapon damage as normal. This damage is now force damage instead. If any modified bullets are shot from this weapon (frost bullets, etc) their effects overwrite the force damage effect.
Spell Attack: Take an action, firing the gun as normal, consuming the bullet in the process. Edit: The gunblade has 3d6 charges and regains 1d6 expended charges at dawn; casting a spell (of any level, including cantrips) expends a charge. You can cast the following spells:

-Cantrips: Acid Splash, Firebolt, Frostbite, Poison Spray, Ray of Frost, Thunderclap
-1st-Level: Chromatic Orb, Magic Missile, Witch Bolt
-2nd-Level: Aganazzar’s Scorcher, Melf’s Acid Arrow, Pyrotechnics
-3rd-Level: Conjure Barrage, Melf’s Minute Meteors


+ Added range aspect on Rapid Firecannon
+ Added charges for Hextech Revolver to limit spell spam
+ Added "As an action" to the Hextech Revolver cast
+ Added charges for Hextech Gunblade to limit spell spam
- Removed Fireball, Eldritch Blast from Hextech Gunblade

NeoSeraphi
2016-08-12, 12:04 PM
I'm confused. The whole point of Rapid Firecannon in League is to extend your range...but you aren't representing that at all here. :smallconfused:

Rerem115
2016-08-12, 03:40 PM
"Once per combat" isn't a thing in 5e; it should probably be rewritten as "Once per hour."

Also, the revolver and the gunblade are seriously overpowered. They both grant an infinite number of spells up to 3rd level, and the revolver doesn't even require attunement. In addition, the revolver gets even stronger on a class with spellcasting and extra attack (Ranger, Paladin, Eldritch Knight, Bladesinger), since you can replace each attack with a 3rd level spell. As an example, an Eldritch Knight could cast Chromatic Orb as a 3rd level spell up to 4 times a round, dealing up to 20d8 damage at range every round, at no cost.

To put a limit to this kind of thing, I'd recommend making the spellcasting take an action, like you did with the gunblade, and limit the spellcasting of both the revolver and the gunblade to X times per day, or use a points system like Staff of the Archmage.

KoyukiTei13
2016-08-12, 09:34 PM
Alrighty, added some edits into the original post. :D Hopefully they're a little less OP now :3