May 24, 2018

Gungeon Guns

Magic Items
Comments from the Finger: Have any of you played Enter the Gungeon? We love the crap out of that game. It's tough as nails and hilarious to boot. Since it's grounded in a very D&D mindset, we decided to make a few (or all) of their guns as magic items to complement our Firearm Rules. (Don't worry if we missed your favorite; we'll be doing more of these.)

Gungeon Guns

AKEY-47
Weapon (assault rifle), very rare
You gain a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, this weapon has 6 charges. You can expend one of its charges when you fire the weapon at an object to object to cast the spell knock, targeting it. This weapon regain 1d6 charges daily at dawn.

Bundle of Wands
Weapon (revolver), rare 
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll damage with the weapon, use each of the d6s rolled for damage on the following tables to determine the weapon's damage, and a possible bonus effect. You choose which d6 to use on each table.

d6Damage Type
1Poison
2Fire
3Cold
4Lightning
5Thunder
6Force

d6Effect
1No effect.
2The target takes an additional 1d4 fire damage.
3The target's speed is reduced by 10 feet until the start of your next turn.
4The target can't take reactions until the start of its next turn.
5The target is deafened until the end of its next turn.
6The target is pushed back 10 feet.

Crown of Guns
Weapon (assault rifle), very rare
This unwieldy crown signifies sovereignty over bullets and fires bullets in all directions. Whenever you make an attack with this weapon, you make an attack against every creature within 60 feet. You can choose to impose disadvantage on any of these attacks.

Polaris
Weapon (handgun), rare
This weapon grows in strength as it slays enemies. Whenever you kill a hostile creature using this weapon, it gains a cumulative +1 bonus to attack and damage rolls, up to a maximum of +4. This bonus resets if you take damage, if you take a short or long rest, or if the weapon ever leaves your hand.

Rattler
Weapon (pump shotgun), uncommon
You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you make an attack within half this weapon’s normal range, you deal an additional 3d4 poison damage, rather than an additional die of damage. If you score a critical hit while using this weapon, the target is also poisoned until the end of its next turn.

Shell 
Weapon (pump shotgun), rare
This giant shotgun shell fires a hail of shotguns, which in turn, fire shotgun shells. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you hit a creature or object with this weapon, each other creature within 5 feet of the target must make a DC 14 Dexterity saving throw or take 2d6 piercing damage. 

10 comments:

  1. I think there’s a typo on Crown of Guns. I think the word ‘on’ should be in between ‘disadvantage’ and ‘any’.

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    1. I'm glad you guys are around to point these things out. I've read that probably a dozen times, and my brain just inserts the missing word.

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  2. Kinda surprised the obvious nod to D&D, Flame Hand, isn't on the first list of guns.

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    1. I'll include it in the next list of guns!

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    2. I'm not sure if it's a good idea to do a D&D port of something that was originally ported from D&D. Isn't that a bit like when a time traveller becomes their own grandparent?

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    3. Psshh. Paradoxes aren't a thing. Nothing to worry about.

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    4. It's not REALLY ported from D&D. It just specifically does 2d6+Int fire damage.

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    5. I'd argue that we're talking gun-y guns here, a fair few Gungeon guns would do well as other kinds of magic items but those aren't on the topic here. And if you're going full circle as a D&D port ported back to D&D... why even bother? Flame Hand's an obvious joke reference to Fireball so why not just use Fireball instead.

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    6. Anything that function as a gun in EtG is on topic here, which the Flame Hand certainly does. That said, yeah, it'll probably be a ring that lets you use your attack action to make ranged spell attacks dealing 2d6 fire damage, plus your spellcasting modifier.

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    7. The in-game description for Flame Hand actually says it's a spell that turns your hand into a flaming gun and shoot fire as if it were bullets. The fire-bullets deal 2d6+Int Mod (although in the code they actually deal a little bit more than that, even with Int Mod being a variable)

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