Weapon (shotgun), artifact (requires attunement by a Roll a Percentile Dice. DM determines the DC)

     Rumored to be crafted by the First Artificer, Brakkon is a weapon of tremendous capabilities. The white wood used to craft it is so white that it appeared to glow and shine when exposed to any light source. The deep green metal used in its creation was unlike anything known to the Material Plane. One of the rare firearms in the Material Plane, Brakkon excels in close range when compared to other firearms. It has been noted, once wielded by an individual it deems worthy, to glow with amber-colored runes along the white wood. Once this happens a single person has been said to have taken down an entire fort wall with the pellets produced. Brakkon has been said to also improve itself as its wielder grows stronger. 

Brakkon ignores the Ammunition, Reload, and Misfire properties of a Shotgun

At 1st Level:

You have successfully bonded with the Bastion Subjugator and have access to it's abilities.

  • You gain proficiency with this firearm if you don't have proficiency with firearms already.
  • Fire Mode (Splinter):
    • You are able to cause the arcane bullets from Brakkon to break into smaller pieces as they are fired. With no action required you can expend a charge from Brakkon and switch the Fire Mode to Splinter. Whenever you make an attack using Brakkon while it is in Fire Mode: Splinter your attack range is now a 30 feet cone. You must roll to hit all creatures within the cone. 
  • Bastion Breaker:
    • You are able to use Brakkon's true power. When you are in Fire Mode: Splinter you can tear through fortified places. While in Fire Mode: Splinter you deal double damage to wood and stone. The arcane bullets do not pass through these objects.

At 5th Level:

Brakkon has recognized your growth in power and has evolved.

  • Fire Mode (Splinter):
    • The power of this Fire Mode has increased. When a creature is hit while Brakkon is in Fire Mode: Splinter, they must make a Strength saving throw. The DC is equal to your classes save DC (if your class doesn't have a save DC the DC is equal to: 8 + your Proficiency Bonus + your DEX modifier). On a failure the creature is pushed 10 feet back.
  • Bastion Breaker: 
    • The ability to pierce through wood and stone has increased. The arcane bullets now travel through wood and stone, potentially hitting creatures and objects on the other side. If a creature is within range and is hit, the same roll used when rolling to hit the wood or stone is used against that creature's AC.
    • The damage when striking wood and stone is now tripled. 
    • You are able to break through magically fortified objects. If the damage dealt to an object is 20 or greater and the object is under the effect of Arcane Lock, the spell is dispelled; however, no damage can be done to the object itself until the spell has been dispelled either by Brakkon, or other means. 
  • Fire Mode (Precision):
    • You have gained another type of Fire Mode. With no action required you can spend a charge to switch the Fire Mode to Precision. You are able to then control the trajectory of the arcane bullet shot from the shotgun. This Fire Mode ignores any cover, besides total cover.

At 11th Level: 

Your connection to the Bastion Subjugator has increased, unlocking more of it's power.

  • Fire Mode (Splinter):
    • The force of the bullets has increased. When a creature fails the saving throw, they are now pushed 15 feet back.
    • Any target that fails its saving throw is also knocked prone.
  • Bastion Breaker:
    • The damage is now multiplied by four when wood and stone. 
    • You are now able to pierce through harder material. You can use this feature to deal double damage when you hit objects made of metal and materials of similar strength.
    • You can now spend a charge when you hit a creature wearing wood, or metal armor and cause the damage to be doubled. 
  • Fire Mode (Precision):
    • You have increased in your control of the bullet while in this Fire Mode. While in Fire Mode: Precision you do not have disadvantage on attacks made against creatures that are considered prone. 
  • Fire Mode (Double Shot):
    • You now have access to another type of Fire Mode. With no action required you can spend 2 charges to change the Fire Mode to Double Shot. While in this Fire Mode your movement speed is reduced to 0. You gain a second shot during when you take the attack action (this is separate from any Extra Attack feature granted by a class). For example, if you have two attacks per action and are in Fire Mode: Double Shot you make a total of 4 shots with this weapon. 

At 17th Level: 

You have reached the maximum bond with the Bastion Subjugator: Brakkon.

  • Fire Mode (Splinter): 
    • A creature that fails their saving throw is now pushed 20 feet back. 
  • Bastion Breaker:
    • The damage dealt to wood and stone is now multiplied by five. 
    • The damage dealt to metal and materials of similar strength is now tripled.
  • Fire Mode (Precision):
    • You are now able to lock onto a target. Whenever you are in Fire Mode: Precision, and a target moves out of your field of view (and does not have total cover), you can cause the bullet to still potentially hit them. This attack is not made with disadvantage. 
  • Fire Mode (Double Shot):
    • You are now able to maintain the strength required to use this Fire Mode while moving. Your movement speed is now 10 feet rather than 0.
  • Fire Mode (Explosive):
    • You have gained access to this special Fire Mode. This Fire Mode is used in addition to any of the other types mentioned above. When you spend a charge to change to any of the Fire Modes, you can spend an additional 3 charges to add Fire Mode: Explosive. Whenever you deal damage while in any of the other Fire Modes the following effects happen:
      • There is an additional 4d8 force damage dealt.
      • All creatures must make a Constitution save or be stunned until the end of your next turn. 
      • If any objects, structures, or anything similar are damaged, those items take 10 times the damage dealt. 

Bastion Subjugator: Brakkon has 10 charges that reset after a long rest. If this weapon is subject to Dispel Magic, treat it as a 6th level spell. It becomes a Shotgun +3 for 5 rounds.

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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Proficiency: Firearms, Roll a Percentile Dice. DM determines the DC, Range, Two-Handed, Ammunition (Firearms), Reload, Push

J_J_

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