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Auric Disruptor Handgun in Dungeons & Dragons 5e

Dustriders

Auric Disruptor Handgun

Weapon

Very Rare

Mastery Archetype: Exotic Ranged   Mods
  • Accessories
  • Power Source
  • Sight
  •   Magazine Size: 3 (each Attack counts as one shot)   Fire Modes: Single Shot, Overcharged Shot   Cartridge: EM Force Packet   Maneuvers
  • Stabilized Shots - Before moving on your turn, you steady your aim as a Bonus Action. Add double your Proficiency Bonus to your attack rolls until you move this turn.
  •   Special Maneuvers
  • Magdump - If you are missing any shots from the weapon's magazine, you may not use this maneuver. Make up to three attack rolls against targets of your choosing as an Action, dividing your attacks between multiple targets or choosing a single target. Each target takes the rolled damage. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  • Overcharged Shot - If you are missing any shots from the weapon's magazine, you may not use this maneuver. Overcharge the weapon to fire a destructive beam of force as an Action, dealing 10d6 Force damage in a 45 by 5 ft line. All targets inside the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity or Intelligence modifier, using whichever is higher. On a failed save, a target takes the rolled damage and has disadvantage on its attack rolls and ability checks until the start of your next turn. On a successful save, a target only takes half damage. Roll a D20 at the end of your turn. If the D20 lands on a 1, you take 5d6 Force damage from a destabilized coherency field. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
  •   Properties
  • Sundering I
  • Disruptor Weapon - Critical hits made with this weapon disintegrate a body part of a Large or smaller target. This weapon features an enhanced critical hit range, increasing the critical success range by 2 (i.e. a critical success is 18-20 instead of 20). On a critical success on your attack roll, roll a 1d6 and consult the Disintegration Table below and Maim the target based on the part destroyed. This weapon will automatically destroy nonmagical shields, medium and smaller objects, and blow holes through cover, negating that cover. If the target is a magical object, it will temporarily disable and disrupt the magical effects until the end of your next turn if in initiative. If the target is Huge or larger, it will destroy a 5 foot cubic portion of that target.
  • Disintegration Table
    1. Left Leg/Hind Limb - If the target has more than one left leg or hind limb, choose which leg or limb to disintegrate.
    2. Right Leg/Hind Limb - If the target has more than one right leg or hind limb, choose which leg or limb to disintegrate.
    3. Left Arm/Forelimb - If the target has more than one left arm or forelimb, choose which arm or limb to disintegrate.
    4. 4: Right Arm/Forelimb - If the target has more than one right arm or forelimb, choose which arm or limb to disintegrate.
    5. 5: Torso - If the target's HP is reduced to 0, the torso of the target has a hole blown clean through it, killing or destroying it outright.
    6. 6: Head - If the target's HP is reduced to 0, the head of the target is disintegrated, killing or destroying it outright.
  • Light
  •   Special Properties
  • CQC - Bonus of +2 to hit if between 20 and 10 feet of the target if not dual-wielding, no disadvantage if target is in melee range.
  • Paneling Bypass - Each attack goes through unarmored or unshielded paneling and directly hits internal parts and occupants for half damage.
  • Wallbanger - Can pierce solid structure to deal half damage to a single target on the other side. Will go through up to 5 feet of structure. Striking a target through solid structure does not allow the Maiming conditions to be met.
  •   Loading: Uses a Bonus Action to reload.   Jamming: On a critical failure on an attack roll, you take 2d6 Force damage from a breach in the coherency field. To be able to fire again, you must spend a Bonus Action to re-stabilize the coherency field.   Handling: 1-Handed

    A miniaturized version of the Auric Disruptor Gun, the Auric Disruptor Handgun is a revolver-style weapon that uses exotic materials to fire a bright blue disruptive beam using electromagnetic force packets. The weapon is capable of disintegrating body parts and objects that it hits, leaving a fine glowing dust where there once was solid matter. These weapons require a coherence field to be maintained, otherwise harm may come to the operator. The beam itself interferes with chaos particulate flow as a consequence of being a disruptor weapon.

    Type Damage Damage Range
    Simple Ranged 5d6 Force 60/180


    Weight: 6lbs


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