Weapon (rifle, hunting), artifact (requires attunement by a creature willing to stab a wire with a thin blade into the base of their skull. While attuning to XMR-65 "Thanatos" a creature is rendered incapacitated.)

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Anti-Material Rifle. XMR-65 "Thanatos"' range is 300/1200, and it deals an additional 1d10 piercing damage.

Enhanced Scope. Any creature attuned to XMR-65 "Thanatos" may look through its scope gain advantage on perception checks relying on sight, and have darkvision(unimpeded by magical darkness) out to line of sight. Additionally the wielder has truesight out to 300ft, X-ray vision out to 150ft(solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.) If a creature is not attuned to then it acts as a regular spyglass.

Aided Calculations. The creature attuned to XMR-65 "Thanatos" may at any time go prone and reduce their movement speed to 0. While doing this the range of the weapon is doubled.

Assisted Aiming. Once per attack action the wielder of XMR-65 "Thanatos" may reroll an attack roll after seeing the total of the roll. 

Penetrative Shot. Once per turn the wielder of XMR-65 "Thanatos" may fire a shot that hits every creature in a 5ft by 300ft line. This penetrates through 30ft of wood or dirt, 10ft of stone, and 1ft of metal. The wielder makes a seperate attack roll for each creature in the line.

Analytical Scanner. When determining damage for a critical hit, the wielder of this weapon rolls the damage dice 3 times instead of 2 times. Additionally the creature attuned to XMR-65 "Thanatos" scores critical hits on a 19-20.

Dual Minds. The wielder of this weapon is immune to being charmed, frightened or stunned, has resistance to psychic damage, and gains proficiency in Intelligence, Wisdom, and Charisma saving throws. This is due to linking minds with XMR-65 "Thanatos".

Built-In AI. An AI is built into this weapon granting it sentience. XMR-65 "Thanatos" is a sentient lawful neutral weapon with an Intelligence of 26, a Wisdom of 20, and a Charisma of 16. It has hearing and truesight within 300ft, it has darkvision(unimpeded by magical darkness) within sight. It also has X-Ray Vision out to 150ft(solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.)

This weapon can read, speak and understand Common, Undercommon, Vedalken, and any languages understood by the creature attuned to it. It can also communicate telepathically to its wielder. Its voice is soft-spoken, and calm.

Personality

XMR-65 "Thanatos" speaks with a obedient tone, as though accustomed to serving others.

XMR-65 "Thanatos"' purpose is to eradicate any threats to the future, no matter the cost. It believes that so long as there is a future no matter how bleak it may be, that its purpose is served. It also believes that it exists to guide powerful creatures onto a path that will lead to a greater, more beneficial future for the world. This does not include the people on the world, however it would prefer if there were sentient life native to the world remaining. 

The weapon feels a powerful kinship to Saedon, a warforged android, as they were made for the same purpose, for each other, and with the same creators. 

If the creature attuned to this weapon is not actively attempting to protect the future of the world for a week or more then there will be conflict between XMR-65 "Thanatos" and its wielder.

Reload. The weapon can be fired once before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to 1 then the the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Electrical Burst. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 3d12 lightning damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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

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, Advantage: Perception, Proficiency: Wisdom Saving Throws, Proficiency: Intelligence Saving Throws, Proficiency: Charisma Saving Throws, Immunity: Charmed, Immunity: Frightened, Immunity: Stunned, creature willing to stab a wire with a thin blade into the base of their skull. While attuning to XMR-65 "Thanatos" a creature is rendered incapacitated., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Item Tags: Damage Combat

Turker04

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