Slinger's wand (5e Equipment)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 20:16, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: What type of weapon is this? This weapon is also missing info about the ability score of the sentient weapon, how to get into arguments with the weapon, the languages it speaks, and other info. Describe a Clint Eastwood character for those not familiar.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: A +2 rare weapon should not have additional effects. The weapon also has a full round action and other design errors(casting a spell that requires a spell slot as a cantrip?).


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Weapon (Firearm), Rare (attunement required)

A small pipe with a handle and an odd mechanism. While it looks odd, it's very magical. When attuned, it gives +2 to attack and has 10 charges as long as it's loaded. If unloaded it is useless. Creatures may spend either a DC 17 check and a full round action, or 5 minutes alone with it, to reload. (That is assuming you can reload guns. Untrained users will encounter problems.) Charges can be used as such:

  • You can, at the cost of 2 charges per level, cast a level any Wizard spell out of core rule-book (at DM's discretion).
  • You can, at the cost of 5 charges, physically reload the weapon once per encounter.
  • You can, at the cost of 1 charge, cast magic missile at level 1 as a cantrip up to 5 times a day.

When you attune to the gun, it becomes sentient and has the personality of a Clint Eastwood character with an expertise in firearms, and is insanely stubborn. It will gladly tell you tips and tricks on firearms, but, only through speech. It gives you +2 to attack. Doing what the weapon asks counts as a full round action(including movement). If you do not listen to him, the bonus will drop to +1, and eventually un-attune. This weapon can be modified into a rifle, but starts off as a pistol. Fully loaded, it has 3 peperbox chambers and can fire all three with disadvantage. This is meant to be used with a class of gunslinger from DMs guild, link following [1] made by a dingo with a gun.


Back to Main Page5e HomebrewEquipmentMagic Weapons

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors