Weapon (rifle, hunting), legendary

This weapon is a one of a kind made by the infamous Clef Tinkertop himself!

Oddly shaped, this weapon looks like a rifle whos barrel has been sawed off to 2/3 it's normal size. A snub stock remains, with a thin tube wrapped around it connecting to the trigger. A series of 9 canisters in rows of 3 line the weapon's barrel. At the end of which, the barrel seems to have been reduced to a fine nozzle with an aperture allowing the nozzle size to be slightly adjusted to accommodate different fluids. Extending slightly out from this is a fine metal rod holding a crystal shaped in the form of a crescent who's gap is in line with the weapon's nozzle.

3 cannisters are required to be filled in order for the weapon to fire. In order to reload this weapon, 1 action must be spent removing 3 empty canisters. Additionally, an bonus action must also be spent to attach 3 full canisters. This will return 1 charge to the weapon.

Ever the tinkerer, Tinkertop left the ability to try put different fluids with his thrower, however he makes no promises on the performance! (Your DM may allow you to try other fluids out in the thrower, or maybe even come up with your own mixtures. Work with your DM to see what new effects this might have)

Flame Shot - Each creature in a 30-foot line must make a Dexterity saving throw DC 16. A creature takes 3d6{"diceNotation":"3d6","rollType":"damage","rollAction":"Flameshot","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. As well, a creature who fails the save takes 2d6{"diceNotation":"2d6","rollType":"damage","rollAction":"Burning","rollDamageType":"fire"} fire damage at the start of each of its turns or until a creature takes an action to douse the fire on the target.

Tinkertop's Luck - Tinkertop inventions always give an extra kick, but at a cost. If you roll a 1 or a 2 on any of you initial damage dice with this weapon, you may reroll those dice once. However, in doing so you must make a DC 16 dexterity saving throw or take 1d4{"diceNotation":"1d4","rollType":"damage","rollAction":"Burning","rollDamageType":"fire"} fire damage (or what ever damage type is being used) for each die re-rolled.


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: Two-Handed, Ammunition (Oil), Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Previous Versions

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Raz17

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