Affectionately named Viviana & Tatiana by their last known wielder, these arcane twin pistols are crafted from a strange magnetic ore mined from a fallen celestial body. Viviana's magnetic frame is interwoven with a vibrant variant of mithryl mined from the upper planes, giving it a slightly radiant appearance. Tatiana's frame, on the other hand, is interwoven with a fiendish ore that gives the impression that the weapon bleeds shadow-like mist when fired.
The peculiar properties of the magnetic ore , coupled with the enchantments added during their forging process, causes them to be continuously drawn to be within 5 ft. of each other. The magic is such that if separated by a distance greater than 30 ft. they no longer provide their enhanced lethal accuracy, loosing their hit/damage bonus. These pistols do not require ammunition, for the rounds they fire are not physical but rather magical in nature.
- You gain a magical +2 bonus to attack and damage rolls made with these arcane twin pistols.
- These pistols allow you to ignore the disadvantage placed on ranged attack rolls fired from a weapon’s long range.
- The magical nature of the ammunition fired by these pistols allow you to ignore the loading property commonly associated with this type of ranged weapons.
- Damage dealt from these pistols is in the form of force damage instead of piercing
- The pistols hold up to 5 charges for "special rounds", which can be used as described below.
- Special rounds fired from Viviana deal radiant damage and those fired from Tatiana deal necrotic damage instead of piercing damage.
- You regain all charges after a short or long rest.
Viviana's Burning Light
- Spending 1 charge and a bonus action, you aim at a point above the target's head and release a shot.
- Viviana briefly charges up with radiant energy and then channels it down from the point where you aimed the shot.
- The radiant energy is released in a form similar to the Sacred Flame cantrip.
- The potency of this shot increases as your level increases.
Tatiana's Cold Touch
- Spending 1 charge and a bonus action, you fire a charged shot from Tatiana.
- This shot channels the cold necrotic energy inherent to this pistol.
- This shot has the properties of the Chill Touch cantrip.
- The potency of this shot increases as your level increases.
Parting Present
- Once per day the pistols allow you to cast Hex on a target within range.
- If you slay the target while it has your Hex on it, the round triggers a large explosion from within the target.
- All creatures within a 10 ft. radius of the explosion take 6d6 force damage.
- If creatures in the affected area succeed a DC 14 Dexterity saving throw, they take half of that 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.
Notes: Bonus: Magic, Replace Damage Type: Force, Weapon Property: Light, Weapon Property: Finesse, by someone proficient in two weapon fighting as well as in firearms., Range, Ammunition (Firearms), Reload
Love this! Such a cool idea and very well executed! Playtesting this it seems well balanced, for a legendary magic item. I'd love to know more about the history of these pistols and their relation to the world
I noticed that it doesn't specify the base damage of the weapons, only the damage types and modifiers. might I ask what the base damage of these weapons are? I was just wondering for a comparison to other firearms I have played in a campaign.
how much damage do the abilities do