Weapon (rifle, automatic), very rare (requires attunement)

Tinterach has 15 charges. While holding it, you can use a bonus action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 17) from it. For 1 charge, you cast the 3rd-level version of the spell.

Tinterach regains 1d12 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 10 or lower, Tinterach crumbles into ashes and is destroyed.

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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow

Item Tags: Damage Combat

Worthier

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