Weapon (revolver), artifact (requires attunement by a requires attunement from a semi - neutral creature)

    “It is not history, or the power of it’s creators that makes this weapon a masterpiece of destruction,

          rather, its very own Nature”   

 

     Created at a time where firearms were the newest invention, where exploiting the properties of gunpowder created unexpected amounts of damage, the infamous Sharpshooter Azure decided to modify it to his own accord. Allied with his wizard friend and an artificer, he set out to create a killing machine. 

     Its creation began with complex series of evocation spells, with the wizard creating a clone of Reaper’s Hand. This lasted for 120 days, involving 120 deaths to prevent the Reaper’s Hand from causing a disturbance while the spells were in place. During this the clone lost it's sentient personalities and were wiped.  

     Once the spells were complete, the original Reaper’s Hand was sold, and the artificar took over. First, all material used for the weapon was made of adamantine, and any non-adamantine parts were replaced if possible. The standard revolver cylinder was replaced with a four-shot cylinder instead to account for the larger cartridge. Afterwards a stock was added, the grip modified, and a barrel extension added. She went as far to create one of her most revolutionary creations, the first arcane scope. Fiddling with curved glass and tidbits from the wizard, her final addition to this was an arcane scope, increasing the weilders’s accuracy and later the range.

     From here the wizard picked back up, enchanting the weapon with all he knew. He set spells that increased the pure destruction it could blast. For all the spells the wizard knew also implemented a failsafe incase his enchantments backfires. He also increased its range by arcanly forcing the gunpowder to explode more violently.

     The final product took one and a half years of craftsmanship, and was presented to Azure, who after expressing great admiration for his friends and their level of expertise, killed them on the spot, and moved their power into the firearm.

     From here Azure used his weapon and unleashed havoc where he went, but after his death the whereabouts of the gun simply reside at speculation. Most don’t even believe in its existence. It is however agreed that Azure’s demise was from his own rifle. 

     What recent archaeologists have found suggest that while Azure thought the rifle was like its predecessor the Reaper’s Hand, it had actually been heavily influenced by its neutral good creators. Historians predict after sometime, it seems that the weapon launched fatal spells directed at Azure, particularly power word kill, after he was wounded, killing him.  

     Azure’s Rifle is a magical, sentinel sniper rifle, revolver that grants a +3 bonus to attack and damage rolls made with it. It has an extended range of 450/900 (100/900 without the arcane scope). Its volatile nature causes it to have a misfire score of 5, and when it breaks, it will repair itself within a short rest. Whenever it is used to attack a lawful-good, chaotic good, lawful evil, or chaotic evil creature it deals an extra 3d8 force damage. Any time it isn’t fully loaded, the firearm will magically create one silvered cartridge to fill an empty chamber at the beginning of the wielder’s turn, and will do so each turn until it is fully loaded again. The cartridges can be removed, but will turn to bright blue dust then flash out of existence within ten seconds, dealing 1d8 cold damage to the creature holding the cartridge. 

     The weapon is a black, sleek rifle with intricate runes carved into various areas of the firearm. Like all adamantine weapons, it automatically crits against any object and the silvered bullets occasionally bypass resistances and immunities. It will always remain clean and cannot be disassembled.  In dark lighting, a slight arctic blue glow can be seen emitting from the weapon.

Ready. On the first round you ignore initiative order, going first no matter your role, and then switch back to order, attacking twice on the first round.

Azure's Wrath. Once per turn you can add an additional 4d6 ice and 3d10 cold. You must make an arcana check DC 15. On a pass, the fired cartridge doesn't heat up, rather it cools down significantly, turning into a whitish-blue streak, before hitting the creature. On a fail, the rifle's enchantment backfires and deals 1d8 ice and 3d6 cold to you, and the fired cartridge is annihilated within the rifle. This causes your hands to frost over, so you're next attack will be at a disadvantage. You cannot repeat this until your next round, and cannot repeat it for the duration of the encounter if your hands have been chilled.   

Arcane Destruction. You can add an additional 6d10 force damage. You must make an arcana check DC 15. On a pass, the fired cartridge glows a blinding white and sheers through the target. On a fail arcane energy shatters out and all creatures within a 10 feet radius make a DEX save DC 20, while you roll with disadvantage. On a save the creature is fine but on a fail a creature takes 3d8 force damage. You cannot repeat this until your next round, and if the rifle failed you must let it repair during a short rest before being able to use this again.

Necrotic Vengeance For a shot fired, you can choose to add the spell circle of death (2), finger of death (1), or power word kill (1) plus some necrotic as part of your shot. You have four charges, and once all used, you regain 1d4 charges after a long rest, allowing the weapon to restore power for the spells. Spells are restored from circle of death twice and then finger of death once. Power word kill can only be used on a d4 roll of 4. When the spell is applied, you must make an arcana check DC 25. On a pass the barrel is washed in negative energy and fires a black cartridge, dealing the cartridge damage, 3d12 necrotic(7d12 if critical hit) plus the spell. The spell acts after the cartridge and necrotic damage. On a fail the spell violently backfires. The cartridge is fired, but everyone within a 10 feet must make a CON save DC 24. Creatures take 6d10 necrotic and 2d6 psychic and a save reduces it by half. This can only be used once per turn, and if the spell backfired, cannot be reused until a long rest as all charges are destroyed.

Percise Engineering. With the enchanted silvered cartridges, you can ignore all resistance on a d20 roll greater than 12 and bypass all immunities on a d20 roll of 16 or higher. 

Compatability. When a bayonet is attached to this weapon, you get a +1 to attack and damage rolls with it, and can deal 1d10 piercing instead of 1d8.

Sentience. Azure’s Rifle is a sentinel neutral weapon with an Intelligence of 17, a Wisdom of 13, and a Charisma of 15. It has hearing and darkvision out to a range of the user. The weapon can telepathically communicate with its wielder no matter the condition, even after its wielder dies. So far it telepathically has 3 established connections. It can also read, speak, and understand Common, Elvish, and Dwarvish. 

Personality. This rifle has had a bloodstained past, but it has an indistinguishable yearn to not be part of it. It prefers to be called by the current wielder’s name followed by rifle. It likes to show its wielder the problems of laws and the lack of it and can go on for hours comparing good and evil. It will refuse to be wielded by any lawful good, chaotic good, lawful evil, or chaotic evil creature, and if such creature continues its attempts, it will proceed to attack the creature with power word kill, finger of death, or negative energy flood. It usually keeps quiet and only communicates with its wielder, but if it likes another creature other than the wielder, it will occasionally have conversations. 

Previous Wielder. From this rifle’s sentience, you are able to also telepathically communicate with it’s previous users. However, communication with Azure is impossible, as it refuses to allow any contact. At most you can call for help from either Kevin or Yasha, and they can take the help action for any d20 roll as long as they are also proficient at it (DM’s discretion). Other than its creators, you can also call on its previous wielder, who is a drow ranger (dragoon). You do not know his/her name, but they can help with what they are proficient in, such as navigating, survival, et cetera (also DM’s discretion). You can establish this connection once per day, but the weapon can talk to them at will.

Arcane Destruction. You can add an additional 6d10 force damage. You must make an arcana check DC 15. On a pass, the fired cartridge glows a blinding white and sheers through the target. On a fail arcane energy shatters out and all creatures within a 10 feet radius make a DEX save DC 20, while you roll with disadvantage. On a save the creature is fine but on a fail a creature takes 3d8 force damage. You cannot repeat this until your next round, and if the rifle failed you must let it repair during a short rest before being able to use this again.

Necrotic Vengeance For a shot fired, you can choose to add the spell power word kill (2), finger of death (1), or negative energy flood (1) plus some necrotic as part of your shot. You have four charges, and once all used, you regain 1d4 charges after a long rest, allowing the weapon to restore power for the spells. Spells are restored from negative energy flood twice and then finger of death once. Power word kill can only be used on a d4 roll of 4. When the spell is applied, you must make an arcana check DC 25. On a pass the barrel is washed in negative energy and fires a black cartridge, dealing the cartridge damage, 3d12 necrotic(7d12 if critical hit) plus the spell. The spell acts after the cartridge and necrotic damage. On a fail the spell violently backfires. The cartridge is fired, but everyone within a 10 feet must make a CON save DC 24. Creatures take 6d10 necrotic and 2d6 psychic and a save reduces it by half. This can only be used once per turn, and if the spell backfired, cannot be reused until a long rest as all charges are destroyed.

[cool name for this]. With the enchanted silvered cartridges, you can ignore all resistance on a d20 roll greater than 12 and bypass all immunities on a d20 roll of 16 or higher. 

[cool name 2]. When a bayonet is attached to this weapon, you get a +1 to attack and damage rolls with it, and can deal 1d10 piercing instead of 1d8.

Sentience. Azure’s Rifle is a sentinel neutral weapon with an Intelligence of 17, a Wisdom of 13, and a Charisma of 15. It has hearing and darkvision out to a range of the user. The weapon can telepathically communicate with its wielder no matter the condition, even after its wielder dies. So far it telepathically has 3 established connections. It can also read, speak, and understand Common, Elvish, and Dwarvish. 

Personality. This rifle has had a bloodstained past, but it has an indistinguishable yearn to not be part of it. It prefers to be called by the current wielder’s name followed by rifle. It likes to show its wielder the problems of laws and the lack of it and can go on for hours comparing good and evil. It will refuse to be wielded by any lawful good, chaotic good, lawful evil, or chaotic evil creature, and if such creature continues its attempts, it will proceed to attack the creature with power word kill, finger of death, or negative energy flood. It usually keeps quiet and only communicates with its wielder, but if it likes another creature other than the wielder, it will occasionally have conversations. 

Previous Wielder. From this rifle’s sentience, you are able to also telepathically communicate with it’s previous users. However, communication with Azure is impossible, as it refuses to allow any contact. At most you can call for help from either Kevin or Yasha, and they can take the help action for any d20 roll as long as they are also proficient at it (DM’s discretion). Other than its creators, you can also call on its previous wielder, who is a drow ranger (dragoon). You do not know his/her name, but they can help with what they are proficient in, such as navigating, survival, et cetera (also DM’s discretion). You can establish this connection once per day, but the weapon can talk to them at will.

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: Weapon Property: Two-Handed, Weapon Property: Range, requires attunement from a semi - neutral creature, Range, Ammunition (Firearms), Reload, Sap

Yasha_Zervkric

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