Spitfire is a gun in the shape of a dragon's head. It cackles madly when fired, and enjoys copious amounts of violence and glory kills. You have a +3 bonus to attack and damage rolls made with this magic weapon.
Glory. Whenever you kill a creature using this weapon, Spitfire gains Glory, to a maximum of three points. This weapon contains one Glory upon attuning to it, as a result of it killing its previous owner. If you score a critical hit on a creature using this weapon, it gains 2 Glory instead, unless the attack kills the target. Whenever this weapon reaches full Glory, its eyes glow red, and smoke comes out of its nostrils. Glory can be expended for the following effects:
Joyous Carnage. Whenever you hit a creature with an attack using this weapon, you may expend any number of Glory. If you do, the attack deals an additional 1d8 damage per Glory spent.
Cackling Cry. As an action on your turn, you may expend three Glory. If you do, the weapon opens its jaws even further, laughing horribly, and exhales a cone of magical energy in a 30 foot cone. Each creature within the cone must make a DC 18 Dexterity saving throw or take 8d6 force damage on a failed save, or half as much on a success.
After using this feature, Roll 1d6:
1-2: Smoke explodes out of the back of the gun. Its wielder takes 1d6 fire damage, then gains half cover from the smoke until the start of their next turn.
3-4: The weapon shrieks with unrestrained joy. You gain advantage on your next attack roll made with this weapon.
5-6: The gun craves more violence. It gains 1 Glory.
No matter the result of the roll, Spitfire automatically reloads itself without expending Glory after using this feature, with a cackle and a bellow of "VIOLENCE."
Eternal Spite. Whenever you are hit with an attack, you may use your reaction and expend any amount of Glory to reduce the damage taken. Roll 1d8 for each Glory expended this way, and reduce the damage taken by the total rolled. If you reduce the damage to 0 this way, you may immediately make an attack using this weapon against the creature that hit you, provided that creature is within the weapon's range. If you hit, add the damage reduced this way to the damage of this attack.
After using this feature, roll 1d4.
1: The gun mocks you mercilessly for needing it in order to save your sorry hide. The next attack roll you make has Disadvantage.
2-3: the weapon cackles, its eyes flashing.
4: The weapon relishes in the thrill of the fight. It gains 1 Glory.
Unconventional Design. Spitfire is a weapon built and powered by the Glory of combat. As such, it cannot be reloaded by normal means. Instead, as a free action on your turn, you may expend 1 Glory to reload the weapon.
Hateful Supply. If Spitfire has no Glory remaining and cannot fire due to being out of ammunition, the gun gnashes its teeth and hisses, lashing out in frustration. Its wielder takes 6d6 piercing damage, then Spitfire fully reloads itself. This damage cannot be reduced or prevented in any way.
Fragile Ego. Whenever you roll a 1 on an attack roll with this weapon before using other features or abilities, the weapon berates you, snarling and spitting and hissing, calling you vicious names, and expending all Glory. Its wielder takes 1d8 psychic damage for each Glory expended this way.
Sentience. Spitfire is a sentient, Chaotic Evil revolver with an Intelligence of 14, a Wisdom of 8, and a Charisma of 18. It can see and hear out to a range of 60 feet, and can speak Draconic, Infernal, and Common. It giggles hysterically, and whenever it is in the holster, it hisses at its owner to pull it out, give it one little test. What can go wrong? it constantly encourages its wielder to finish off those who are weak and dying. After all, mercy is for the weak.
Curse. This weapon is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with this weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one.
Brutal Finish. Whenever you kill a creature with a critical hit using this weapon, Spitfire gains 1 Glory, and the maximum amount of Glory it can store permanently increases by 1 as it cackles, reveling in the kill.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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