Weapon (musket), artifact (requires attunement by a person wearing the Shipwrecker's Wrath armor set.)

This magical musket, was the pride and joy of captain William Barbossa, his magnum opus. This magical musket, forged from the swords and ships of Barbossa's slain enemies, hand crafted by him over the course of decades, bears with it his great anger and hatred for those who would harm him or his crew. Etched along its beautifully polished wood grip, are scrimshaw of barbossa and his adventures with his crew and along the barrel is hand chiseled filigree depicting a sea monster. It is unique in that it can only use ammunition that barbossa would craft from the nails of a fallen ship or from their cannon balls, the knowledge of which is imparted into the wielder's mind upon attuning to this musket.

This weapon gains a +3 bonus to attack and damage rolls with it and its attacks deal an additional 2d12 Thunder damage. This musket also gains the Siege weapon property, causing it to deal double damage to structures and inanimate objects.

Ingenious Design: While attuned, you may use your intelligence in place of your dexterity for attack and damage rolls made with this weapon. Whenever you take a long rest, you may make a check with a set of tinker's tools to create ammunition for this gun. Additionally, while attuned you gain the benefits of the Archery Fighting style and may ignore the reload property of this weapon.

Hull Piercer: This weapon's special ammunition explodes in a burst of nails and shrapnel upon impact, causing damage in a wide area, often resulting in a ship having a hole punched into its hull. As a bonus action you may switch the ammunition in this gun for one of the following options. When you hit with an attack using this weapon you may cause the ammunition to activate, causing various effects depending on the type, You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses upon completing a short or long rest.;

  • Shrapnel: When activating this ammunition, it explodes causing it to deal an additional 4d12 Thunder damage to the target and the target falls prone if it is size huge or smaller. Additionally all other creatures within a 10 ft radius sphere from the target must make a Dexterity Saving throw against your intelligence. On a failed save they take 2d10 piercing damage from the shrapnel and are knocked prone. On a Successful Save, a creature takes 1/2 damage and is not knocked prone. You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses upon completing a short or long rest.
  • Chain Shot: When activating this ammunition, it erupts in a web of chains. The target takes an additional 6d8 Bludgeoning damage and is restrained, Escape DC=8+Proficiency+Int
  • Flame Shot: When activating this ammunition, it bursts into flames, dealing 6d8 Fire damage and igniting all creatures and objects within 15 feet of the target. Ignited creatures take 2d6 fire damage at the start of each of their turns until they take an action to douse the flames.

Broadside: This weapon crits on a roll of 18-20 on the d20. When you do the ammunition fired by the gun, increases in size to that of a cannonball, dealing an additional 6d8 Bludgeoning damage and leaves a lingering injury if the target does not have legendary resistances and is size huge or smaller.

Maroon: This weapon is famed for the damage and destruction it can deal to a ship, often leaving the ship stranded in the water while Barbosa and his fleet rip them to shreds. When this gun deals damage to a Vehicle or creature. you may use your reaction to bind that object in place. A ship becomes pinned in place until you fall unconscious or use an action to dismiss the effect and a creature affected by this loses any swim speed it had and begins to sink. Additionally, you may cast the Imprisonment Spell(Chaining only) once without expending a spell slot or material components, after which you must complete a long rest before doing so again.

Artillery Spells: While attuned, the following spells are added to your list of spells known. They are always prepared and do not count against the number of spells you can prepare for a day. You may cast each of these spells once without expending a spell slot or material components, after which you must complete a long rest before doing so again; Magic Missile, Conjure Barrage, Conjure Volley, Control Water, Shatter.

Random Properties:

  • 3 Minor Beneficial: While attuned to the artifact, you gain proficiency in one skill of the Arcana Skill; While attuned to the artifact, you have resistance against Thunder damage; While attuned, you may use an action to cast the Galder's Tower Spell once without expending a spell slot or material components, after which you must complete a long rest before doing so again.
  • 2 Major Beneficial: While attuned to the artifact, your Dexterity score increases by 2, to a maximum of 24; While attuned to the artifact, you have resistance against Thunder damage; While attuned, you may use an action to cast the Galder's Speedy Courier Spell once without expending a spell slot or material components, after which you must complete a long rest before doing so again.
  • 4 Minor Detrimental: While attuned to the artifact, all holy water within 10 feet of you is destroyed; While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that isn't a creature; While attuned to the artifact, you can't smell; While attuned to the artifact, your weight drops by 1d4 × 5 pounds.
  • 2 Major Detrimental: When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of Imix(see the Prince's of the Apocalypse). Once it obtains the artifact, the avatar vanishes; You take 8d10 psychic damage when you become attuned to the artifact.

 

Proficiency with a Musket 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.

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: person wearing the Shipwrecker's Wrath armor set., Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Esbenson1624

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