Revolver ( 6 Bullets ) / Onehanded / Range 5-300ft. / Loading / 1D8 Piercing / Martial ranged weapon / ???gp
While attuned to this weapon, you gain a +2 bonus on damage and attackrolls. This bonus turns to +3 when the wielder has unlocked the weapons Exalted state.
Worm and Slug
When loading this weapon, the curse of “Worm and Slug“ transforms the bullets into leeches which burrow into your target. The atuned wielder is proficient with this weapon.
Explosive Hex
- Dormant state: Bullets from this weapon deal (1D8 + your proficiency mod.) necrotic damage. If a target is hit 3 times with this weapons fire, the leeches will explode, dealing 1D8 necrotic and 1D8 poison damage to every enemy within 10ft. If an enemy within the explosions range is at least resistant to eather necrotic or poison damage, it wont take any damage of the explosion.
- Awakened state: If an enemy has taken any damage from the explosion, it counts as hit with a bullet. Every damage dice of this weapon turns from 1D8 to 1D10.
- Exalted state: If you score a Critical Hit with this weapon the explosion will trigger. Every damage dice of this weapon turns from 1D10 to 1D12.
Helping hands
as long as the attuned wielder has bullets as close as 5ft. to this weapon, some of them will morph into slugs, slowly moving along the wielders body to reload this weapon. The slugs will have reload a maximum of 6 bullets at the start of your turn. You do not need to use an action, reaction or bonus action to reload this gun.
„So you have finally come to me. I have heard you need some help dealing with your family? So eager to do something good. You are such a good child, little raven. Would you be so kind and bring me this branch over there? Yes, the twisted, moldy old one over there. Uhh ... seems like some worms are in there too. They will become quite useful.“
-The Hag of Bluewood, molding the Worm
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, Social, Utility, Combat, Shapechanging, Cursed, transmutation, enchantment, Range, Ammunition (Firearms), Reload, Sap
Comments