Wondrous Item, rare

Inside this heavy cloth bag are 3d4 metal balls the right size to be used as a bullet. The bag weighs 1/2 pound plus 1/4 pound for each ball it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius. Each creature in the area, including you, must make a DC 16 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one this ignores any and all imuneties. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bullet from the bag, roll a d100 and look at the table it determins what type of bullet you get.. The GM can choose an effect from the following table, determine it randomly, or create an effect.

 

d100 Effect
01 you get a bullet that ignores all imuneties and always hits on a 1 and a 20
02-10 you get a adamantine bullet, when shot at a armord oponent, the bonus the creature gets from the armor is ignored.
11-20 you draw a silver bullet
21-30 you draw a bullet that feels awfully cold, when shot it deals cold damage instead of the weapons damage, and stops the target from moving for 1d4 turns
31-40 you draw a bullet that feels warmer than usual, when shot it explodes in a burst of flames, the damage type is replced by fire and deals an extra D6 damage
41-50 you draw a silver bullet
51-60 you draw a bullet with a feather engraved on it, you do +2 damage and to hit for an shooting attack on creatures that aren't aware of your presence
61-70 you draw a cillinder filled with needles, the range of your shot is halved but when you hit a creature you roll a d10 the amount you roll is the amount of d6 damage you do.
71-80 you draw a brown and light bullet with an almost woodlike texture, when shot a tree grows at the spot it lands. it grows 1d10 fruit of choice that can be harvested and will feed your party for the day.
81-90 you draw a silver bullet
91-99 you draw a bullet that smells of the dead, when shot in a creature it gains a +1 damage to it's attack but takes 1d10 damage each turn (it starts agresivly mutating sprouting extra arms and heads)
00 you draw a small bag of sann the same size of a bullet, it shoots 10 feet far sand, breaks your barrle and deals no damage but blinds your oponent if they have eyes.

 

Notes: Damage, Control, Utility, Combat, Container

Item Tags: Damage Control Utility Combat Container

FenrirHowls

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