Wondrous Item, artifact

[A dark brown satchel with embroidered bandoliers and bullets wrapping around it, patches in the shape of stars of various colors also cover it, when looking in side, a faint sound similar to wind chimes can he heard and lights dance around the inside of it]

The bag has 14 charges, each dawn or upon a long rest 3d4 + spellcasting modifier charges are gained back, as a bonus action or out of combat you can reach in and grab an amount of bullets that you declare you are taking out, roll a d12 to determine which one you get, every bullet adds 2 extra damage dice to the weapon that fires them.

  1. Dead Zero:

(Cold) [An eternally cryogenic sky blue crystalline bullet with engravings of snow flakes on the sides] 

It creates a cold line equal to the range of the firearm, all enemies in the line roll a flat roll against your spell save, on a failure, that take full damage and become frozen, incapacitating them, they become vulnerable to fire and nonmagical and magical bludgeoning and piercing, the save can be repeated at the end of their next turn.

  1. Dancing Dragon:

(Fire) [A bright half orange and half red metal bullet that is screeching hot, the symbol of Kossuth stamped onto the side] 

When fired it creates a line that travels in a zig-zag pattern, each zig and zag being 15 feet long before turning 90 degrees and traveling for a total range equal to the weapon if it was in a line, creating a 60 foot tall wall of fire that deals damage equal to the damage dice the bullet did, when hitting an enemy directly the bullet forces the enemy to move 10 feet in a direction without provoking opportunity attacks.

  1. Piercing Ox:

(Magical Piercing) [A surprisingly heavy metal bullet integrated with boosters that activate during flight, the mark of the original creator, an ox’s head, branded onto the side] 

The range of the weapon is extended 500 feet, the further away an enemy is, the more damage it deals, for every 5 feet the bullet is fired 1d6 is added to the damage, for every 100 feet traveled, an additional 3d12 is added.

  1. Absolute Void:

(Force) [A deep purple crystal bullet which, when looked through, you can see through it into the astral plane, as if the whole realm was in the bullet]

When an enemy is struck, a 90 foot deep hole with a width equal to one size larger than the target’s size appears beneath them, they get 1 bonus action after getting struck, if the creature has a legendary or mythic action, they are not allowed to use it after your turn. The chunk of ground is sent to the astral plane at a random location.

  1. Sacrificial Spina:

(Necrotic) [A pitch black wooden bullet that crackles with dark magic, thorns sprouting out of the sides before rapidly decaying] 

When fired, the person who fired it can sacrifice health, the health is converted into damage multiplied by 2, the damage of sacrificed health is necrotic.

  1. Rays of Sun:

(Radiant) [A golden colored gemstone which radiates a healing light, glowing and reflecting light beautifully in the sun] 

When fired at an ally or yourself, heals for the amount of damage rolled.

  1. Splitting Minds:

(Psychic) [Split down the long way, it is a pink and green crystal bullet, with the light passing through being crystal clear on one side and refracting in many directions on the other, one half of the brain being engraved on each side] 

On hit it the enemy rolls a charisma saving throw equal to your spell save, on a failure splits the enemy’s consciousness into two, the next round and every other round the enemy suffers from crown of madness, attacking nearby allies, but otherwise every other round the enemy acts normal, every 2 rounds they can repeat the save. On a success they take full damage and become charmed for 1 round.

  1. Whale Song: 

(Thunder) [A cloudy gray gemstone bullet which is very sensitive to noise, reverberating and amplifying even the smallest sound] 

The range of the weapon is changed to a 25 foot cone, forcing everyone in the range to make a dexterity saving throw equal to your spell save, on a failure they take full damage and become stunned for 2 rounds, on a success they are knocked prone and take half damage.

  1. Crackling Light:

(Lightning) [An electric blue metallic bullet that crackles and sparks with electricity, nipping those around, marking similar to lightning strike scars wrap around it] 

On hit, the damage jumps to other enemies within 30 feet, it jumps to one at a time and after the first jump an attack roll is rolled using your spell casting modifier to determine if it hits or not. 

  1. Corroding Rain:

(Acid) [A vivid viridian bullet similar to malachite with engravings of dripping liquid on the sides of it, distant rain can he heard while holding it] 

On hit it creates a 20 foot diameter cloud above the creature which makes the ground difficult terrain and if a creature starts or ends its turn in the circle it takes 6d6 acid damage, it takes 2d6 acid damage for every 10 feet moved through the circle.

  1. Lifesbane:

(Poison) [A slight off-white bullet made out of bone which contains a very powerful poison]

When a creature is hit, they must make a constitution saving throw equal to your spell save DC modifier otherwise they get the poisoned condition and take 8d6 poison damage once on the next round, 

  1. World Cutter:

(Slashing) [A deep red metal bullet with a very sharp point and when fired, it spreads out into a flat, extremely sharp blade]

Fires in a line, cutting through anything in its way, freely cutting through terrain, on hit, roll a d20 adding spellcasting modifier, on a 20+, cut off the limb of a creature that is the DM’s choice with the impact to the creature depending on what was cut, the following are viable options for the DM 

Leg - Reduce movement speed to 0 for 2 rounds, afterwards movement speed is reduced to 10 feet, second leg, reduce movement speed to 0 permanently 

Arm - Disadvantage on all attacks that would need both arms & lose ability to use semantic components if other arm is also occupied, second arm, be unable to make melee/ranged attacks and is not able to use semantic components

Torso - Take 4d6 necrotic damage per round until the wound is patched by a healing spell of 5th level or higher, every other torso shot increases damage by 2d6 and reopens the wound if it was closed

Head - Death unless the creature can survive headless, if so they take an additional 4d6 slashing damage

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/15/2026 4:47:35 PM
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4/15/2026 4:48:49 PM
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Coming Soon
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