Weapon (pistol), legendary (requires attunement by a Shooting one's self in the head)

The Ace of Spades is a revolver that values trust more than anything. It is part of the four aces. The first weapon used by Clint Eastwood, The Wandering Deadeye.
A revolver with infinite ammo. +3 on attack rolls. 1d10+dex of piercing damage. (8th level 2d10).

"By experiencing both victory and defeat, running away and shedding tears, a man will become a man. It's okay to cry."  - Clint Eastwood

The revolver has the following magical properties:

The Good: The primary abilities of Ace of Spades

  • I am the Ace (Gains access level 2)
    • The gun injects adrenaline into the user, allowing them to focus on their shot. Roll a 1d20 if you get 1-5 you 1 shot your target. Get an 11-15, then you critically hit the nearest being from your target, whether it's a foe or an ally. Gain 1 point of exhaustion after using this ability.
  • Duel of the West (Gain access at level 5)
    • Your revolver gives you a quick jolt as an indicator to shoot fast, and shoot first. Gain the advantage to your attack rolls if you are first in the turn order (Advantage does not stack with I am the Ace ability)
  • I Trust My Allies (Gains access level 8) (Charges: 2)
    • The bonds you have shared with your allies get you motivated. Once per day, during combat. If you see an ally in front of you, you get an additional +15 ft of movement and gain an advantage on your attack rolls in a round.

The Bad: The abilities below use an action without adding your dex modifier and will not trigger your extra attack.

  • You have access to 3 magical bullets and can use them according to the options below. The bullet count increases to 6 at level 10. The bullet replenishes after every long rest. 
    • Boo - (gains access at level 1)
      • Your revolver imbues the bullet with foul energy dealing 1d8 of necrotic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The enemy must roll a WIS saving throw vs DC 14 or be terrified of the user.
    • Goodbye Fellas (Gain access at level 2)
      •  Your revolver spends its entire energy imbuing a bullet with spatial magic. Allowing you to shoot at a place that you can see within 60ft. and teleport to it. In exchange, you won't be able to use your Ace of Spades for the whole day.
    • Try Me - (Gains access at level 3)
      • Your revolver imbues the bullet with a paralyzing agent, dealing 1d6 piercing damage. Damage increases by 1d6 when you reach 6th level (2d6), and 10th level (3d6).  The enemy must roll a DEX saving throw vs DC 14. If the saving throw fails enemy will be stunned, if they succeed enemy will have half of their movement
    • Switcheroo - (Gains access at level 5)
      • A bullet that deals 1d6 psychic damage. Damage increases by 1d6 when you reach 11th level (2d6), and 15th level (3d6). You switch places with the target

The Ugly: Your gun is very talkative, and can be quite annoying sometimes. However, you need to talk with it, otherwise, it'll get depressed and provide you its magical properties. In addition, if critically fail an attack roll, your shot will ricochet and hit an ally. Ally hit is determined by 1d(no. of allies). 

 

Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Shooting one's self in the head, Loading, Range, Ammunition (Firearms), Vex

Amelrick

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