Adding firearms
This commit is contained in:
@@ -21,6 +21,309 @@
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"dateAdded": 0,
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"dateLastModified": 1690651631
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},
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"item": [
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{
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"name": "Ammunition, Returning",
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"type": "A",
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"rarity": "very rare",
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"source": "SC",
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"entries": [
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"This set of bullets comes in a set of six or more, enough to fully reload a standard firearm. Each shell casing is engraved with a small infinity symbol along its side.",
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"The {@item returning ammunition|SC} must be loaded into a single firearm all at once, either into the firearm itself or into a clip, or else its magic is immediately lost. After loading the {@item returning ammunition|SC}, the next time that firearm must be reloaded, all of the spent rounds return to the gun, completely intact and ready to be fired again, with no action required.",
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"After the rounds return once, there is a cumulative 20% chance that the bullets do not return the next time the weapon needs to be reloaded."
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]
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},
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{
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"name": "Ammunition, Tracer",
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"type": "A",
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"rarity": "rare",
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"source": "SC",
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"entries": [
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"A box of {@item tracer ammunition|SC} glows with unnatural fluorescence, even in bright sunlight. The box contains {@dice 1d20} rounds for a given firearm when found, all of which have the same glow.",
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"When a piece of {@item tracer ammunition|SC} strikes a target, the next attack made against that target has advantage."
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]
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},
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{
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"name": "Amulet of Intervention",
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"wondrous": true,
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"rarity": "rare",
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"source": "SC",
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"reqAttune": true,
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"entries": [
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"This amulet takes the shape of a large golden square. It has red and green gems inlaid on one side and engraved with the image of a pair of wings on the other side. When worn, it protects you from disaster and wards away death.",
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{
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"type": "entries",
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"name": "Guardian Angel",
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"entries": [
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"If you would be subjected to an effect that would reduce you to 0 hit points, the amulet automatically activates. A golden sphere of light bursts forth, negating the damage dealt and rendering you immune to all damage and all conditions. This sphere lasts for up to 1 round before fading away. Once this ability is activated, the amulet loses its magic until the next dawn."
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]
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}
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]
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},
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{
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"name": "Abyss Ring",
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"type": "RG",
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"rarity": "rare",
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"source": "SC",
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"reqAttune": true,
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"charges": 3,
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"recharge": "dawn",
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"rechargeAmount": "{@dice 1d4+1}",
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"entries": [
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"This silver ring has shards of jagged obsidian along the outside and has three small rubies inset at equal lengths away from each other that seem to remain dull and dark no matter what lighting conditions are around.",
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"Each gem holds a single charge, for a total of three charges. The ring regains {@dice 1d4+1} expended charges daily at dawn as long as you are not looking at it when it recharges.",
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"While wearing and attuned to the {@item abyss ring|SC}, you can expend a charge to cast {@spell invisibility} on yourself. Rather than requiring concentration, the spell maintains itself only as long as you can hold your breath. (Follow the rules for holding your breath and suffocation detailed on page 183 of the *Player's Handbook*.)"
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],
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"attachedSpells": ["invisibility"]
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}
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],
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"itemProperty": [
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{
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"abbreviation": "Mis",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Misfire (Optional Rule)",
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"entries": [
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"This rule is made only for games where firearms are prominent, and you wish to emphasize inferiority of primitive firearms. These rules only apply to them in this instance.",
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"If you make an attack roll and the roll matches or is lower than a firearm's misfire number (excluding bonuses), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire number then goes up by 1, to a maximum of 10. You can spend 1 minute and make a Dexterity (Tinker's tools) or Intelligence (Tinker's tools) check equal to DC 10 + your gun's misfire number to reduce your gun's misfire number back to the original misfire number."
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]
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}
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],
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"template": "{{prop_name}} {{item.misfire}}"
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},
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{
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"abbreviation": "Pr",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Primitive Guns (Optional Rule)",
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"entries": [
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"In games where firearms are prominent, you can use this optional rule. Primitive Firearms with the flawed property are not properly built for extended combat. If you make more than two attacks with these weapons in a single round, the firearm's misfire number goes up by 1, to a maximum of 10."
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]
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}
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]
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},
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{
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"abbreviation": "Rel",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Reload",
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"entries": [
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"This weapon can make {{item.reload}} before it runs out of ammunition. After making the number of attacks specified by the gun's reload number, you must reload the weapon using ammunition on hand before it can be used again.",
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"Ranged weapons with the reload property must be reloaded using an action or bonus action.",
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"If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.",
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"If you are wielding a light ranged weapon with the reload property in one hand and have your hand occupied by something other than another light ranged weapon with the reload property, the ranged weapon takes an action to reload."
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]
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}
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],
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"template": "{{prop_name}} {{item.reload}}"
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},
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{
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"abbreviation": "LL",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Long Load",
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"entries": [
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"This weapon can make {{item.longload}} before it runs out of ammunition. After making the number of attacks specified by the long load number, you must reload the weapon using ammunition on hand before it can be used again.",
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"Ranged weapons with the long load property take an action to reload its ammunition."
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]
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}
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],
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"template": "{{prop_name}} {{item.longload}}"
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},
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{
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"abbreviation": "Shell",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Shell Loading",
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"entries": [
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"Firearms with the shell loading property must be reloaded after a certain number of attacks, just like weapons with the reload property. However, reloading must be done by inserting each piece of ammunition in at a time. Fully reloading your gun this way takes an action during your turn. Alternatively, as a bonus action, you can reload up to two pieces of ammunition into the weapon."
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]
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}
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]
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},
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{
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"abbreviation": "Auto",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Automatic",
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"entries": [
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"Automatic firearms can make a separate attack that releases a salvo of bullets per pull of the trigger. As an action, you can force any creatures of your choice in a 25-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking the gun's automatic damage (listed in parentheses) on a failed save, or half as much damage on a success. This action subtracts rounds from your gun equal to the number of creatures affected.",
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"Additionally, guns with the automatic property always expend six rounds per attack.",
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{
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"type": "abilityGeneric",
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"name": "Automatic (Not Proficient) Save DC",
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"text": "12",
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"attributes": [
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"dex"
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]
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},
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{
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"type": "abilityDc",
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"name": "Automatic (Proficient)",
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"attributes": [
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"dex"
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]
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}
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]
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}
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]
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},
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{
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"abbreviation": "Bayo",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Bayonet",
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"entries": [
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"These firearms are built with a blade that can be used for a melee attack. The damage and any other properties of the weapon when used in melee are listed in parentheses. You are not considered proficient in melee attacks made with a bayonet unless you are proficient with improvised weapons."
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]
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}
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]
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},
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{
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"abbreviation": "Bolt",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Bolt-Action",
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"entries": [
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"When using a bolt-action firearm, you can fire only one piece of ammunition from it when you make an attack with it, regardless of the number of attacks you can normally make. After making an attack with this weapon, you must use an action or bonus action to clear the spent cartridge from the weapon before you can fire it again."
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]
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}
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]
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},
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{
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"abbreviation": "Burst",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Burst Fire",
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"entries": [
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"Burst fire firearms are able to make a special attack that releases a stream of multiple bullets. As an action, you can force up to 6 creatures of your choice in a 15-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking your gun's burst fire damage (listed in parentheses) on a failed save, or half as much damage on a success. This action subtracts rounds from your gun equal to the number of creatures affected, to a maximum of 6.",
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"Additionally, guns with the burst fire property always expend 3 rounds per attack.",
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{
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"type": "abilityGeneric",
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"name": "Burst Fire (Not Proficient) Save DC",
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"text": "12",
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"attributes": [
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"dex"
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]
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},
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{
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"type": "abilityDc",
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"name": "Burst Fire (Proficient)",
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"attributes": [
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"dex"
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]
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}
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]
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}
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]
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},
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{
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"abbreviation": "Bulky",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Bulky",
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"entries": [
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"Firearms and ranged weapons with the bulky property have to be made stable via going prone or taking a bonus action to stablize it in order to be fired effectively due to their weight. You cannot attack more than once during your turn while wielding a bulky firearm."
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]
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}
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]
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},
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{
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"abbreviation": "Scatter",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Scatter",
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"entries": [
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"Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you make an attack roll with one of these guns against a creature, compare your attack roll to the AC of all creatures within 5 feet of the target. If your attack would hit them, deal the firearm's scatter damage roll to the creatures. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative."
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]
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}
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]
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},
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{
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"abbreviation": "Hid",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Hidden",
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"entries": [
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"A weapon with the hidden property is designed to be easily concealed by the holder. If you have proficiency with a hidden weapon, you also gain advantage on Dexterity (Sleight of Hand) checksto hide the weapon."
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]
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}
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]
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},
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{
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"abbreviation": "NL",
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"source": "SC",
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"page": 0,
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"entries": [
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{
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"type": "entries",
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"name": "Non-lethal",
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"entries": [
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"Weapons with this property are designed for subdual, and always deal non-lethal damage."
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]
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}
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]
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}
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],
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"baseitem": [
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{
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"name": "Derringer",
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"type": "R",
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"source": "SC",
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"weaponCategory": "simple",
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"weight": 2,
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"dmg1": "1d6",
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"dmgType": "P",
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"property": [
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"A",
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"Pr",
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"Hid",
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"Rel",
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"L"
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],
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"range": "20/40",
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"value": 25000,
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"rarity": "none",
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"reload": 2,
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"misfire": 3
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}
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],
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"spell": [
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{
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"name": "Averer's Awakening",
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