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| The Good. The Bad. You’re the guy with the gun. |
A Magic Revolver, Bullet Enchantments
B +2 Max Bullets
C +2 Max Bullets
D Magic [gun]
Magic Revolver: Your magic revolver holds 4 magic bullets within its chambers. Any amount of bullets can be unloaded into a single target within 100 feet.
Bullet Enchantments re-roll duplicates
Magic [gun]: Choose one, no take backsies.
C +2 Max Bullets
D Magic [gun]
Magic Revolver: Your magic revolver holds 4 magic bullets within its chambers. Any amount of bullets can be unloaded into a single target within 100 feet.
- Bullets: Each bullet deals D6 damage and automatically hits.
- Enchantments: Each fired bullet is imbued with all Bullet Enchantments that are present in the gun. The enchantments of the fired bullets are lost after unloading.
- Reloading: Roll a D20 for each bullet your gun can hold on the Bullet Enchantments table to generate a new bullet and its Bullet Enchantment. Your gun can be fully reloaded when you take a Long Rest (or whenever wizards would regain their spells in your system).
- Piercing Bullets: Your bullets pierce through their targets.
- Pellet Bullets: The bullets split to hit everything in a 90-degree cone.
- Big Bullets: Your fired bullets are as big as a horse.
- Boomerang Bullets: Your bullets return towards you.
- Laser Bullets: Your bullets are laser beams and anything within eyesight is within their range.
- Fractal Bullets: If you roll 6 or above there’s a second bullet hiding within, firing a free additional bullet. This can loop indefinitely if you're lucky.
- Explosive Bullets: Bullets explode upon impact, dealing their damage to all targets within 5 feet.
- Heavy Bullets: Bullets push back its victims a number of feet equal to 5 times the rolled damage.
- Smoke Bullets: Bullets drop a thick trail of smoke beneath their trail, obscuring sight.
- Drunken Bullets: Bullets split to fire at three random targets simultaneously.
- Juggernaut Bullets: Destroys any inanimate object in its path.
- Bouncy Bullets: Bullets bounce once to hit a target within 10 feet of its impact.
- Frost Bullets: Anything hit is frozen by the bullet. (may still save)
- Recoil Bullets: Bullets push back the Wizard a number of feet equal to 10 times the result.
- Teleporter Bullet: The wizard is teleported to a chosen bullet's point of impact after unloading.
- Re-animation Bullet: If fired into a corpse or it makes a corpse, the corpse is raised to serve you for an amount of minutes equal to the rolled result.
- Suicide Bullet: Fire an additional free bullet behind the gun.
- Healing Bullets: Your bullets heal instead of dealing damage.
- Druid Bullets: A tree sprouts at the point of impact. Its width in feet equals the result. Its height equals the result times 10.
- Magic Bullets: Upgrade your Bullet Dice by one step, (D6->D8, D8->D10, D12->D20).
Magic [gun]: Choose one, no take backsies.
- Magnum: Roll fired bullets as D8s.
- Machine Gun: Instantly reload any fired bullets resulting in a 1, 2 or 3.
- Rocket Launcher: Must fire all bullets at once, but roll fired bullets as D12s.


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