A lost Tiefling, stripped of his horns and family roamed around a forgotten forest. He walked for miles and miles, trying to find something. He lost his family to an evil Demon King, the Demon King took his mother away, and killed his father. The Demon King spoke lies to one of the brothers and the brother listened. He walked up to the lost Tiefling, the person he used to call his brother, and ripped off his horns. It was brutal and slow process. In the end, the lost Tiefling was left with nothing. He left the house and lived in the streets for a while. He had nothing left to his name, until one night.
The lost Tiefling, walking around in a forgotten forest. He had nothing left to lose and assuming this would be his end he wandered around. The demon soon found a small stone structure in the forgotten forest. He entered the place and this place used be an old workshop. Inside he found tools and gear to construct a weapon, no not a weapon, a tool. With this tool he could take back what was his, kill who did this to him, and finally be free of this pain. He started to look at the tools and materials he had to work with, he started to move and almost like his hands were being guided he made a tool to complete his goal. All of his pain, all of his sorrow, and all of his anguish would be put into this tool and the demons would feel it. The handle was wrapped in cloth. In the cloth was a cross to protect him and guide him to fight. A black handle that would move into a beautiful piece of steel. The steel was engraved with his own blood. Making this a weapon of Holy Spirit and the Demonic Energy. Soon the demons will feel his pure Anguish, being locked in the Crypt.
(All of these are option to use and only the passives are always active. You may shoot the gun as normal without activating anything. This is to make the weapon stronger and play off of its ability. When you see Lv. that means what level you have to be in order to gain that ability. This can be a gun given at earlier levels and build up to only using it, making it stronger. You may also change any of the Lv. or details about the abilities as you please)
Lv. 3, Passive: Heavy Metal: The gun is constructed out of Heavy Metal. The bullets it uses are bigger, stronger, and better than other bullets. The base damage of the gun is 3d8 due to its bigger size. This being said the bullets shot from this gun can pierce up to 3 targets. Bullets shot from this gun can or standalone 3 creatures (Depending on the size of the creature). If you use Lux Et Tenebrosa, the bullet will carry the effect through all targets it hits. If you use 2 charges the bullet can pierce up to 6 Creatures.
Lv. 5, Passive: Spread the Malice: When you effect a creature with Lux Et Tenebrosa and defeat them, any creature within 5ft will have to pass a DC 16 CON Saving Throw or have the Lux Et Tenebrosa: effect applied to them. This effect will have a reduced timer only lasting half of what your CON is rounded up. As a Reaction you can spend 2 Charges and have it been the full timer lasting your entire CON modifier, this can affect Allies.
Lv. 9, 13, 17, Passive: Hit Them Hard: You train and start to see which parts are easier to hit than others, you soon start to hit their critical points easier. You Crit on a 19-20, at Lv. 13 you Crit on a 18-20. You become the best you can be, whenever you land a Crit, you may roll another damage dice.
Lv. 5, Free Action: Lux Et Tenebrosa:
Once Per Long Rest, Light: When you Flip the cross to the Holy Side, the gun starts to glow a bright Holy Light. All of the Sorrow you hold will be shot out of the barrel. If you hit the enemy with the Holy Light, they will take 2d6 of Necrotic and they will gain Vulnerable to Necrotic and Fire. However, they will become Immune to Radiant and Psychic. This will last up to a set number of turns based on your CON modifier If they are Immune to Necrotic and Fire, they it will become Resistant to it. If they are Resistant to it, they will become Vulnerable.
Once Per Long Rest, Dark When you Flip the cross to the Demonic Side, the gun starts to glow a Dark Necrotic Light. All of the Anguish you hold will be shot out of the barrel. If you hit the enemy with the Dark Necrotic Light, they will take 2d6 of Radiant and they will gain Vulnerable to Radiant and Psychic. However, they will become Immune to Necrotic and Fire. This will last up to a set number of turns based on your CON modifier If they are Immune to Radiant and Psychic, they it will become Resistant to it. If they are Resistant to it, they will become Vulnerable.
Lv. 8, Reaction: "Rubber" Rounds: As a Reaction, when you hit a target, your bullets can become coated in a Rubbery Magical Aura, causing it to bounce. Instead of piercing the bullet bounces off of targets. If you hit a creature and use your reaction, roll to hit again, with no advantage (if you had advantage when you made the shot) and the bullet will bounce to a random target (Up to DM) within 20ft. It cannot hit your ally. You can use as many charges as you want, and this will determine how many times it bounces. If you put in 6 charges and it bounces only 3 times, you get 3 charges refunded. You can have a bullet bounce off of a wall or an object as if it were a creature. This could help the bullet reach more targets. If you use Lux Et Tenebrosa: The charge amount will be doubled for instance 1=2, 4=8, and 5=10. The charge will cost more but being able to spread the effect to multiple targets. This will however make the bullets weaker, doing only 3d6 of damage instead of the 3d8
Lv. 11, Action: Focus: You stop and take a moment to breathe and focus. In this moment of focusing, you start to become more Intune with the tool. You use 2 charges to focus. When you focus, next turn you can make all attacks with Adv., and you gain a +2 to attack rolls. If you use 4 charges, within the next hour the next Crit you land will grant you Lux Et Tenebrosa.
Lv. 15 Bonus Action: A Good Defense Needs A Good Offense: You may spend 4 charges to get back Lux Et Tenebrosa. This will help apply the effect to multiple targets and of course get back charges.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Piercing, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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