Dwarven Axegun (3.5e Equipment)

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Author: the bluez in the dungeon (talk)
Date Created: 13/05/2023
Status: Complete
Editing: Clarity edits only please
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Dwarven Axegun

Exotic Projectile Melee

Cost: 500 gp
Damage (Small): 1d6 (melee), 1d10 (projectile)
Damage (Medium)1: 1d8 (melee), 2d6 (projectile)
Critical: x3 (melee) or 19-20/x2 (projectile)
Range Increment: 15'
Weight2: 6 lbs
Type3: Piercing (projectile) or Slashing (melee)
HP4: 15
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.


The dwarven axegun is effectively an axe with a shotgun built into it, and a boomier design of the dwarven guardbow. It has a sturdy, but carefully crafted, gun part, which allows easy use of the axe-head in melee. A trigger placed alongside the hilt allows the dwarven axegun to be fired. A dwarven axegun can be used both as a ranged and melee weapon. A dwarven axegun holds four rounds: one can be reloaded as a move action, while all four may be reloaded as full-round action (both provoke attacks of opportunity).

The gun part has a slight spread. It counts as an area of effect attack for the purpose of dealing with swarms, and when you shoot a target within 10 feet, you may choose another adjacent square to the one you target to also be affected by the shot. The weapon as has a 10% chance of jamming everytime it shoots, which prevents further shooting until you use a standard action (which provokes) to unjam it, or successfully hit in melee with the axe part.

The melee and the ranged parts of the weapon must be enhanced separately and can be made of different materials. Calculate the weapon's hit point and hardness using the highest of the two material and the higher enhancement value between both the melee and ranged version.

When used as a melee weapon, a dwarven axegun counts as a battleaxe for feats, effect, and abilities.

A user specifically proficient in the dwarven axegun may perform the following weapon art:

Booming Strike: Once per round, as a swift action, a proficient user that successfully hits in melee with the axe part of the weapon may trigger the gun (if loaded) to add the damage of the projectile to the melee damage (this damage is not multiplied on a critical hit). Thus, the damage is added together for the purpose of defeating DR, but does not trigger on-hit attacks again, such as skirmish or sneak attack, nor the effect that allows the weapon to hit two squares within 10 feet.

When the user gains an additional attack due to its high BAB, it can perform this maneuver as a free action and one additional time per round, adding additional uses as it gains additional iterative attacks.

Special: A dwarf may trade its weapon familiarity to treat this weapon as a martial weapon, for the purpose of proficiency. Once made, this choice is definitive.


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the bluez in the dungeon's Homebrew (744 Articles)
the bluez in the dungeonv
Authorthe bluez in the dungeon +
ClassProjectile + and Melee +
Cost500 gp +
Criticalx3 (melee) or 19-20/x2 (projectile) +
Damage1d8 (melee), 2d6 (projectile) +
Damage TypePiercing (projectile) + and Slashing (melee) +
Hardness10 +
Hit Points15 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range15 +
RatingUndiscussed +
TitleDwarven Axegun +
Weight6 +