Electrocoil Blunderbuss (3.5e Equipment)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Ganteka Future (talk)
Date Created: 12 October 2021
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Electrocoil Blunderbuss

Exotic One-Handed Projectile

Cost: 800 gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: 19–20/×2
Range Increment: 15'
Weight2: 8 lbs
Type3: Piercing and Electricity
HP4: 5
Hardness: 10

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


This model sports a dark walnut stock with blued steel hardware.

The electrocoil blunderbuss looks much like a blunderbuss, save for the rounded steel ball and coiled copper tubing around the barrel. These mechanical parts function as a resonant transformer circuit, and when the device is powered by an energy cell as a free action, the propelled iron pellets carry the charge to their target. De-powering the device is also a free action.

The weapon holds 6 shots per case when fully loaded. As long as a shot remains in the case, the weapon can be reloaded with the user's off-hand as a free action. Loading a case of 6 shots is a full-round action that provokes attacks of opportunity.

An operator can fire an electrocoil blunderbuss with one hand, but they must operate the weapon with two hands in order to use the reloading mechanism, and two hands must be used to load a new case of ammunition. When powered, the device consumes 1 energy cell per case of 6 shots. The cell may be changed in the same action as reloading a case of ammunition.

A fusion cell may be loaded into the weapon in place of using energy cells.

If non-conductive ammunition is used, the weapon does not carry the electrical charge and the base weapon damage becomes piercing only.

An electrocoil blunderbuss has only 5 range increments instead of 10 for a projectile weapon.

An electrocoil blunderbuss does not work properly when submerged in liquid or in a vacuum.



Back to Main Page3.5e HomebrewEquipmentFuturistic Weapons

AuthorGanteka Future +
ClassProjectile +
Cost800 gp +
Critical19–20/×2 +
Damage1d8 +
Damage TypePiercing + and Electricity +
Hardness10 +
Hit Points5 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range15 +
RatingUndiscussed +
SizeOne-Handed +
TitleElectrocoil Blunderbuss +
Weight8 +