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2nd Amendment

Effect

Makes magical guns appear around the caster.

Side/Secondary Effects

Gives the caster proficiency in all firearms.   The summoned firearms are loaded with magic insted of bullets, allowing firing forever.
Material Components
A shard of the material used to make the guns, which is consumed by an otherworldly thing to make the guns.
Related School
Conjuration
Effect Duration
Concentration, up to 1 minute
Effect Casting Time
1 action
Range
Self
Level
1st level, upcast up to 5th level

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DnD 5e Homebrew

2nd Amendment

1-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: VSM
Materials: A shard of the main material of the weapon you want, which the spell consumes
Duration: Concentration, up to 1 minute
The shard disappears, transported to another dimension, accompanied with noises fit for the spell and your class, and an arsenal of guns appear in its stead.   You have proficiency with all firearms for the duration of the spell, and a bunch of guns eerily float around you within reach. Although they are physical and can be grabbed, anyone trying to remove them from your reach are subject to a harmless shock (this doesn't happen upon an attempt to disarm you, but rather getting a gun to go farther than the gun circle). The guns are the following:   Musket   Pistol   The guns deal magic damage, and magic ammunition makes it possible to fire it infinitely. The charging of magic to form ammunition requires time however, meaning the loading property stays the same (unless another feature bypass it).
At higher levels: Upon casting this spell with a lvl 3 SS, the following guns are added to the gun circle: Automatic Pistol Automatic Rifle Hunting Rifle Revolver Shotgun   Upon casting this spell with a lvl 5 SS, the following guns are added to the gun circle: Antimatter Riffle Laser Pistol Laser Riffle
Available for: Artificer, Artillerist, Blood Hunter, Ranger

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