Magitech Firearms

== Elemental weaponry ==
After the fall of the Esper, the land its blood soaked into cursed the soil. This curse tears the veil between the Abyss and the Prime Material. Many a demon escape into the Material plane to cause havoc and kill any who cross their path. For many years the human kingdom of Southern Albera and the Dwarvish kingdom of Savanhelsh were assaulted by bloodthirsty demons.
In order to combat this deadly threat, Three Dwarven families finalized the schematics for their newest deadly weapon: A Magic firearm. How these weapons are made is entirely secret and only the head of the Dwarvish families of Thornaxe, Goldgrin, and Sleepdagger are allowed to see the construction process. The Magitech guns are granted to the Warforged along the wall guarding the entrance to Savanhelsh from the cataclysm site.
The Dwarven Families have created a fail-safe in the Magitech weapons that cause the weapon to explode violently if it is taken apart incorrectly. Those without knowledge of the correct way to take apart a Magitech firearm must make a DC 25 Intelligence check with the proper tools. The proper tools must be tools designed to work with delicate objects, such as Tinker's tools. Failing this check causes the weapon to explode into shrapnel, dealing 4d8 to any creature within 10ft of the weapon.
== Training? ==
Outside of being a Warforged or Dwarven Wall Guard who has been trained in the art of the weapon type, you will not have proficiency.
== Ammunition ==
Magitech Firearms fire full charged rounds of elemental magic. These charges are made in a very similar way you would create a spell scroll, but with metal. It costs 25gp to make 10 rounds. Each batch of rounds has a different elemental damage type. These damage types are chosen upon creation and cannot be changed afterwards.
The choice of elemental rounds consist of: Fire, Cold, Lightning, and Acid.
== Magitech Weaponry ==
Magitech Ranged Weapons	
Cost	
Damage 	Weight	Properties
Pistol 	____	1d8 piercing 	3 lb. 	Ammunition (range 30/120), loading
Rifle 	____	1d10 piercing 	12 lb.	Ammunition (range 60/240), loading, two-handed
Heavy Rifle 	____	1d12 piercing 	15 lb.	Ammunition (range 100/400), loading, two-handed, heavy
Ammunition 	 	 	 	
Elemental Rounds (10) 	25gp	1d6 chosen elemental damage	1 lb. 	
Category:Magic Equipment