Major Threat .45 Pistol (5e Equipment)

This page was marked as abandoned on 19:31, 25 October 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

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This page is of questionable balance. Reason: This is still a really strange system that could just be abstracted into a simple variant rule that can be applied to any modern weapon: see my notes at Talk:Major Threat .22 Pistol (5e Equipment)


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This page was proposed for deletion on 09:32, 17 February 2021 (MST) because: Almost no chance for this to be fixed as the variant rule this was part of has been abandoned for a while. (discuss).

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Major Threat .45 Pistol

Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Major Threat .45 Pistol2500 gp4D3 piercing, 2D4 fire3 lb.Light, Ammunition (Range 120, 600), Special

A .45 caliber pistol shows the powerful ingenuity of guns. Little can prevent it from being extremely dangerous. Because each standard clip for it holds 15 rounds, it can be fired 15 times before reloading, however, the heavy knockback means that whenever the weapon is fired, the user must make a DC 15 Strength check (They have disadvantage on this roll if not wielding the weapon with two hands), and is unable to fire the weapon again during the same action, bonus action, or reaction if they fail (In the context of features and abilities such as Extra Attack). In addition, if the user fails this check by 2 or more, they take 1 bludgeoning damage and drop the gun in a random direction and distance up to 10 feet away from them. On any turn in which it has only 1 ammo left within the clip, the weapon has the Loading property for that use of the weapon, and can only be loaded during that same action if the user has an additional clip on standby. Otherwise, loading a bullet into a clip requires a bonus action (An action may also be used to accomplish this.), and loading a clip into the gun requires an action.

In addition to the above, this weapon is a Major Threat Weapon, and uses that ruleset for this. When targeting a creature, the weapon automatically hits if the creature's AC is less than or equal to 8 + the user's weapon attack modifier. This only occurs if the user has proficiency with the weapon, and isn't targeting a creature in the weapon's long range. If the hit is automatic, a target hit by this weapon must attempt a Dexterity saving throw with a DC of 16, taking half damage on a success. The creature can only attempt the save if it understands that they must dodge the user's aim, not the ammo being fired. An automatic hit can be treated as a critical once every minute of the fight (10 rounds), or any shot during a surprise round. Finally, the weapon has a rarity as if it is a wondrous item, and that rarity is Rare rarity.

Editor's Note: A D3 is a D6 roll that divides the result in half, rounding up. This means that a 1 or 2 is a 1, a 3 or 4 is a 2, and a 5 or 6 is a 3.



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