Weapon (revolver), rare (requires attunement by a spending an hour with it)

These twin firearms are bound by elemental forces—Agni crackles with lightning, while Rudra burns with inner fire. Though powerful alone, their true strength lies in marking enemies and unleashing stored energy.


General Properties (Both Weapons)

  • You gain a +1 bonus to attack and damage rolls made with these magic weapons.
  • Each revolver deals its normal firearm damage (typically 1d10 piercing, depending on your setting).

Agni, Revolver of Storms

This weapon hums with electrical energy, arcs of lightning dancing across its barrel.

Storm Mark

When you hit a creature with Agni, you can choose to mark it (no action required).

  • You can have a number of creatures marked at one time equal to your proficiency bonus.
  • Marks last for 1 minute or until you exceed this limit.
  • A creature can only be marked once at a time, regardless of which revolver applied the mark.

Lightning Discharge

When you hit a creature marked by Agni, the attack deals an extra 1d6 lightning damage.


Rudra, Revolver of Inferno

Warm to the touch, this revolver glows faintly like smoldering embers.

Ember Mark

When you hit a creature with Rudra, you can choose to mark it (no action required).

  • You can have a number of creatures marked at one time equal to your proficiency bonus.
  • Marks last for 1 minute or until you exceed this limit.
  • A creature can only be marked once at a time, regardless of which revolver applied the mark.

Flame Burst

When you hit a creature marked by Rudra, the attack deals an extra 1d6 fire damage.


Shared Ability: Elemental Burst

1/Short or Long Rest

As an action, you can detonate the elemental marks stored within your enemies. Choose fire or lightning. All creatures currently marked by Agni or Rudra lose their marks and take 1d6 damage per mark removed from them of the chosen type.

  • For example, if you have marked 3 creatures, each creature takes 3d6 damage.
  • Each creature must make a Constitution saving throw
    (DC = 8 + your proficiency bonus + your Dexterity modifier).
  • On a success, a creature takes half damage.

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: spending an hour with it, Damage, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage

ZestyLemonLime

Comments

Posts Quoted:
Reply
Clear All Quotes