"Folding was never an option." - Unknown
The Ace of Spades is a large revolver with a shiny black and white paint job, bearing a spade decal on its barrel and a flipped spade on its grip. It holds six rounds in its cylinder, and when all six are expended, one must spend an action to reload the weapon.
The Ace of Spades possesses the following properties.
Firefly. The Ace of Spades has a +3 to attack and damage rolls and deals an additional 2d6 radiant damage on a hit.
Roulette. Instead of a normal reload, you can use your action to perform a trick reload, spinning the Ace of Spades in your hand as you load it. Roll a d20. On a 1, you fail the trick reload, and the bullets drop to the ground. On a 20, the next attack you make with it deals 4d6 radiant damage, instead of 2d6.
Golden Gun. You can use a bonus action to unleash the full power of the Ace of Spades and its initial wielder for three rounds. The gun becomes wreathed in flame-like radiance, and its attacks become supercharged with magic. While in this state, attacks with the Ace of Spades ignore half and three-quarters cover, deal an extra 2d6 radiant damage, and do not suffer from disadvantage at long ranges. The Ace does not need to reload during this state, and its attacks do not use up ammunition in the chamber. When this feature is used, it cannot be used again until 2d4 days have passed.
Memento Mori. Once attuned, the Ace of Spades cannot be removed from your person unless you allow it to be. Regardless of where you last left it, you can use a bonus action to conjure it to your hand.
The Dare. When you attune to this weapon, you start "the Dare", which is a set of conditions that are required for someone else to acquire and attune to the Ace of Spades. Only one term is set: when you are killed by someone, even if you do not remain dead, your killer immediately attunes to the Ace of Spades. Any other conditions are yours to make up and change. The Ace of Spades will remember and enforce these conditions separately from yourself.
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: Damage: Radiant, Damage: Radiant, Bonus: Magic, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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Posted Dec 5, 2020I love it. - Cade six