Weapon (rifle, hunting), legendary (requires attunement by a 24 hours of meditating in order to unlock its abilities )

A black RPA-308 with a silver barrel. The rifle looks like it was taken care of well. On the left side of the stock is a wolf engraving with piercing white gemstone eyes. On the right side, written in elvish, is the word Aiko. When examined, the rifle looks ordinary but when the word Aiko is said near the rifle, the wolf engraving glows for a second before the light disappears. 

(only available after attuning to the weapon)

Aiko’s Spirit: Your time spent attuning to the weapon has awakened a spirit who is interested in helping you. Whenever you say “Aiko” to the rifle, a beautiful, feminine lycanthrope appears in front of you and offers her help. 

 

Aiko’s Trial: While Aiko’s Spirit is active you may ask the spirit to take a trial. During the trial you will fight off a wolf using only your rifle, if you are knocked unconscious during the trial then you will fail the trial. If you kill the wolf you will succeed the trial and be granted abilities that can be used during combat. You may retake the trial for better abilities but each time you take a trial an extra wolf is added to combat.

 

Aiko’s virtue: Aiko does not care what you use the abilities for but if you attempt to harm the innocent with the abilities, Aiko will deactivate the ability and scold you for attempting to harm an innocent creature. If you continue to try to harm innocent creatures with her abilities she will permanently disable the abilities until ownership is transferred to another creature. 

 

(1 successful trial) 

Sniper's Instinct: Aiko’s knowledge of being a sniper has given you the advantage of knowing where good vantage points are. Make a DC15 Intelligence check, on success you are able to see good places to use your sniper,  creatures who try to attack you while you're at a vantage point have disadvantage. On a failed skill check nothing happens. (1/long rest)

 

(2 successful trials)

Fight or Flight: The time Aiko spent in the army has taught her when to engage and when to flee. While in combat, when you make an attack roll a D20. On a success (DC14) you gain an extra 1d8 of damage while using the rifle until the battle is over. On a failed skill check you automatically run and hide anywhere within your walking speed. Enemies that try to attack you while fleeing have disadvantage. (1/short rest)

 

(3 successful trials)

Marksman Aim: Aiko hated messing up her shots, this trait has carried into the afterlife as well. During combat you may summon Aiko by using Aiko’s Spirit and ask her to aid you with your shots. She will possess your bullets and guide them toward your target. When you make an attack and you roll a miss, you can automatically count the miss as a critical hit. You cannot use Marksman Aim if you roll a 1. This ability lasts until the battle is over. (1/long rest)

 

(4 successful trials)

Heavy Piercing rounds: Upon completing the trial, Aiko blesses your bullets to give them huge stopping power. Your attacks deal an extra 4d8 Piercing/Force damage.

 

(5 successful trials)

Aiko’s Scout: Aiko had a small, blue and purple fox that she loved and cared for, she trained it to be her scout and relay information back and forth. You can summon Aiko’s scout in order to do one of three actions. Scouting: the fox will run ahead and search for enemies, traps, and possible treasures. You don’t get the exact location of enemies when using this action.  Message relay: you can whisper a message to the fox and tell her to tell the message to a creature. The fox will then travel to that creature and then perfectly relay the message you told the fox. Radar: The fox will stand on your shoulder and keep an eye out for enemies, when an enemy is detected you will always get that creature's contant location until the fox loses sight of the creature. This can be used to detect multiple creatures.



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: 24 hours of meditating in order to unlock its abilities , Range, Two-Handed, Ammunition (Firearms), Reload, Slow

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