Weapon (submachine gun), artifact (requires attunement by a Ranger or Druid)

Description. Barrow-Dyad is a singular, ritualistic submachine gun whose form abandons conventional firearm geometry. It is built as a one-handed circular weapon, resembling a heavy chakram rather than a gun. A rotating ring of dark metal frames the weapon, engraved with druidic spirals and funerary motifs. At its center sits a hollow core filled with swirling blight energy, like rotting leaves caught in a slow vortex. When fired, the weapon hums like wind through dead branches, launching rounds wrapped in necrotic spores and corrupted natural magic.

Blight-Infused Rounds. When you hit a creature with Barrow-Dyad, the attack deals an additional 1d10 necrotic damage. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Circle of the Dyad. While attuned to Barrow-Dyad: You gain a +3 bonus to your spell save DC if you are a Ranger or Druid. You gain a +3 bonus to spell attack rolls for Ranger or Druid spells. These bonuses apply only while Barrow-Dyad is on your person and attuned.

Blight Resonance. Barrow-Dyad responds to natural magic in motion. When you cast a Ranger or Druid spell of 1st level or higher, the next attack you make with Barrow-Dyad before the end of your next turn deals an additional 1d6 necrotic damage.

Reload. Barrow-Dyad holds 35 rounds. Reloading requires a bonus action. When reloaded, faint necrotic leaves and spores briefly spiral around the weapon before dissipating.

Lore. Barrow-Dyad was created to embody the dual truths of nature: growth and decay, life and rot, renewal and blight. Crafted by a conclave that rejected the separation of civilization and wilderness, the weapon channels death not as corruption—but as inevitability. Rangers and druids who wield it report that the blight does not feel hostile, only patient.

Firing lighter, easier to control rounds, the Submachine Gun is an effective alternative to larger automatic weapons.


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

Automatic. When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.

Notes: Bonus: Magic, Bonus: Druid Spell Attacks, Bonus: Druid Spell Save DC, Bonus: Ranger Spell Attacks, Bonus: Ranger Spell Save DC, Damage: Necrotic, Damage: Necrotic, Ranger or Druid, Damage, Combat, Ammunition, Light, Reload, Firearm, Automatic

Item Tags: Damage Combat

WilliamTaylor7652

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