Weapon (magnum), very rare (requires attunement by a player who has killed the previous owner of the "Ace of Spades")

"Folding was never an option." - Cayde-6, Exo Legend

The smell of gunpower and solar heat emanate from this Magnum. This weapon is decorated with a black metal finish, with white spades on either side of the barrel. On the grip sits an upside-down ace centered in the middle. This weapon has an oddly heavy feeling to it for it being a Magnum.

MEMENTO MORI

  • Memento Mori Trait
    When you score a critical hit with Ace of Spades, it automatically reloads your weapon, and you gain a full chamber (6) +1d4 of Memento Mori shots.
    When Memento Mori is active, the weapon hums softly, sounding almost as if an electronic voice was humming a song. 
    These shots are lost if the weapon is holstered.
  • Memento Mori Shot Effects
    Memento Mori shots deal additional 2d8 fire damage and cannot critically hit.
    On hit, Memento Mori shots cause targets to ignite. Targets take 1d6 burning damage at the beginning of their turn, until they put themselves out with a Dexterity saving throw or by other means.
    Memento Mori shots are unaffected by the Disadvantage when attacking a target beyond normal range.
  • Memento Mori Tracking
    On your charge counter for this weapon, give yourself a full chamber (6) + 1d4 charges. 
    Each charge represents a possible Memento Mori shot. For every Memento Mori shot fired, mark off a charge count.
    When all Memento Mori shots are fired, the Memento Mori trait ends, and the weapon reverts back to its normal shots.

FIREFLY

  • Firefly Trait
    When you kill an enemy with the burning condition, you may choose to roll a 1d20. On rolls of 15 or more, activate the Firefly effects.
    This trait can only be used 3 times per short rest.
  • Firefly Effects
    When Firefly activates, the enemy you killed combusts into a solar explosion. Enemies and Allies in a 10 ft. radius must make a Dexterity saving throw or take 3d8 fire damage and ignite. Targets take 1d6 burning damage at the beginning of their turn. On a successful save, take 1d8 fire damage only.

THE DARE CLAUSE

  • The Dare Clause Trait
    When you defeat the previous owner of "Ace of Spades", the weapon automatically attunes to you upon pickup. When attuned, you are unable to remove the weapon from your inventory and break attunement. Under The Dare Clause, the only way to remove attunement and the weapon from your inventory, is for you yourself to be defeated. You do not have to stay dead for these effects to work. 

Chambered for large-caliber bullets, Magnum revolvers pack the most kick possible into a single shot.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage: Fire, Weapon Property: Two-Handed, player who has killed the previous owner of the "Ace of Spades", Ammunition, Heavy, Reload, Slow, Firearm, Recoil

Grayvendor

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