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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.

 

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. 

 

 

 

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