July 19, 2018

Gungeon Guns 2

Magic Items
Comments from the Finger: Okay, I know I haven't given you a PDF this week, but I've got something special coming for Siegeball soon (TM). In the meantime, a huge update for Enter the Gungeon (The Gungeons and Draguns update, no less) was just released and, to cap it off, it's even on sale right now! 

Gungeon Guns 2

Alien Engine
Weapon (special), rare
The alien engine is a special martial firearm that deals 3d8 fire damage, and has the Blaster (range 10/10) and Two-Handed properties. It weighs 60 pounds. After you make an attack with this weapon, you are pushed 15 feet away from the direction you fire it.

Alien Sidearm
Weapon (repeater), uncommon
You can use your action to charge this magic weapon. Until you release this weapon, on its next attack, the weapon removes all of the target's temporary hit points (if any) and deals double damage.

Charm Bow
Weapon (longbow), rare
You gain a +2 bonus to attack and damage rolls made with this magic weapon. Once per turn, when you hit a creature with an arrow from the bow, you can cause that creature to make a DC 15 Wisdom saving throw or be charmed by you until the beginning of your next turn.

Flare Gun
Weapon (parlor gun), uncommon
This magic weapon shoots white-hot flares instead of its usual projectiles. On a hit, it deals 2d8 fire damage. These flares stick to objects that they strike and produce bright light in a 20-foot radius and dim light for an additional 20 feet. They each burn for 3 rounds before fizzling out. If a flare is fired into the air, it produces dim light in a 100-foot radius and is visible up to 5 miles away.

Microtransaction Gun
Weapon (assault rifle), very rare
Instead of using bullets as ammunition, this magic weapon fires your hard-earned cash. You can fire the weapon with copper, silver, and gold pieces, which are destroyed once used. If you fire it using copper pieces, you gain a +1 bonus to attacks and damage rolls. If you fire it using silver pieces, you gain a +2 bonus to attacks and damage rolls. If you fire it using gold pieces, you gain a +3 bonus to attacks and damage rolls.

Vorpal Gun
Weapon (magnum), legendary
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to piercing damage.
     When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you shoot it in the head. The creature dies if it can't survive without its head. A creature is immune to this effect if it is immune to piercing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for a headshot with this weapon to be lethal. Such a creature instead takes an extra 6d8 piercing damage from the hit.


  1. Seems like I've really gotta play that game.

    Should Alien Engine have Loading (if not included in blaster)?

    Alien sidearm will deal double damage on the first attack of every combat. In addition to being +1, I think this pushes it into rare.

    The charm bow is super simple and really cool, can't believe I haven't seen something like this before.

    1. It should also have the "on the next attack before the end of your next turn" caveat or something like that. As it is, you can charge it up, put it down and do double damage next month.

    2. I feel like this article needs a BFG 9000. Some spiffy firearms otherwise though.

    3. Blaster weapons don't need to be reloaded; in exchange, they normally have a lower range. (Check out the Dark Matter Sample book on the Kickstarter page to see more!)

      I've changed a bit of Alien Sidearm, and I'll remove its +1 to keep it at uncommon.

      As for the BFG, I'm sure we'll do something with it at some point (I should put it in Dark Matter!)

  2. why does the vorpal gun deal piercing damage if a creature is immune to said piercing damage?

    1. Nothing is immune to magical piercing damage (off the top of my head), but there's a few monsters that resist magical piercing damage, so the gun's text is the specific that beats that general. So even when something resists magical piercing damage, the Vorpal Gun will be treated as unresisted.