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.
d6 | Damage Type |
1 | Poison |
2 | Fire |
3 | Cold |
4 | Lightning |
5 | Thunder |
6 | Force |
d6 | Effect |
1 | No effect. |
2 | The target takes an additional 1d4 fire damage. |
3 | The target’s speed is reduced by 10 feet until the start of your next turn. |
4 | The target can’t take reactions until the start of its next turn. |
5 | The target is deafened until the end of its next turn. |
6 | The target is pushed back 10 feet. |