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Weapon (musket), very rare

This magic musket uses sling bullets instead of its normal ammunition. For every bullet you would normally load the weapon with, it instead takes ten sling bullets, which you load—and fire—all together. Furthermore, the weapon has a normal range of 20 feet and a long range of 60 feet, instead of its usual ranges.

This weapon uses 4d4 for its damage dice, instead of its normal damage die (you still add your Dexterity modifier to the damage rolls). A target within 5 feet of you that's hit by a ranged attack from the weapon takes an extra 1d6 thunder damage from the attack and is pushed up to 5 feet away from you. If the target is a hostile creature within 5 feet of you, you don't make the attack with disadvantage as a result of being within 5 feet of it.

Discordant Blast. While holding the musket, you can use an action to recreate the effects of the thunderwave spell from it (3rd-level version, save DC 16). Once this property of the musket has been used, it shouldn't be used again before the next dawn; each time it is used again before then, the weapon has a cumulative 20 percent chance of instead recreating the effects of a 5th-level version of thunderwave and then breaking, destroying itself and emitting a wretched honking sound.

Bring the heat! Bring the noise! Bring the ruckus!

Update May 27, 2025. Removed attunement.

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Comments

Marshall Smith

This seems oddly weak. Instead of 10d4 (as a normal sling) over 10 attacks you deal 4d4 in 1, and at a reduced range. It feels like a more effective melee weapon, with the extra damage and push. I think it would be more interesting as a 10 or 15 foot cone of damage with the loading property.

iRocky777

And if you count the amount of attacks instead of bullets, you're dealing 40d4 instead of 10d4 (or 20d4 if you have extra attack)...

The Griffon's Saddlebag

Comparing the damage dealt by a sling to the damage dealt by a firearm isn't exactly a 1:1 metric. By all means, use a sling for your damage-dealing needs! But this uses 10 sling bullets instead of 4 for the sake of round numbers and conveying "buckshot." It's possibly worth noting that sling bullets cost *vastly* less than firearm bullets, so you're saving heaps of gold using even 10 sling bullets in place of a single firearm one. Ammunition counts aside, 4d4 is about equal to a +2 weapon. That, plus the +1d6 if you're within melee range, puts this in line for very rare in terms of damage alone. Then, seeing as you get access to a sizable and good Thunderwave spell helps solidify its placement in the rarity. This is a lower-end VR, I'd wager—give it out before level 15—but still better than anything you should reasonably find at rare. If you'll look back at the recent Discordant Blowgun weapon I released, you'll find all the complexities involved with making a conical weapon range. I don't want to insist that you make the GM roll a bunch of saving throws on each of your turns (in place of you making a single weapon attack roll), but in doing that (as you'd see in the Blowgun), you run into having to close a lot of loopholes. Also, shockingly, shotguns have a surprisingly tight spread within the ranges I gave this, making it still an effective single-target ranged weapon. I think we've all been conditioned to think "shotgun = cone AoE" by video game logic, which isn't really true to reality. All this is to say, this is fitting for the rarity, and should still make sense as a single-target weapon with a conical-like (cube, really) AoE blast you'd expect to see from a video-gamified shotgun.

Marshall Smith

So I guess part of it is, how many sling bullets can it hold? Because I was assuming it was one and done. Can you just pour 200 bullets in? Or is it assumed you can pour in ten bullets as part of the attack?

The Griffon's Saddlebag

You load and fire all 10 of the sling bullets together! When you load the weapon, you pour in the 10 bullets—that's described in the first paragraph, but it's easy to miss.

Daarka

Looks like you uploaded Card_Print twice, but no Card version!