This gun is made in Erza’s facility. Using the technology Erza left behind. This item was made for Diocletian. Although it appears that Erza is out to get him. Why did Erza make this?
While attuned to the gun you gain the following:
- You gain immunity to poison and fire (this immunity includes magical poisons) and the poison condition. You are immune to diseases and cannot be cursed. By attuning to this item the Demonic side of Ran is enhanced giving a closeness to the lower planes.
- Legendary Resistance (1/day). If you would fail a saving throw you may choose to have it pass instead. If you have Ran Armor you instead gain 1 additional charge per day.
While holding this weapon or Tabak in your hands you gain the following:
- You gain the effects of see invisibility.
- You have Truesight 30 ft. Your training with the katana masters have honed your senses
- You cannot be forcibly moved or teleported. Your enforcer training never left you.
- If you have both heavy weapon master or versatile weapon and the sharpshooter feat when you take a penalty you may instead chose the penalty up to your hit modifier and roll a number of d4s equal to the penalty for the bonus to damage for this weapon. (Example if you take a -5 penalty to hit you gain +5d4 bonus to damage instead of the +10 damage)
This weapon has the following properties:
- This gun has 30 charges as normal but has its own energy cells that cannot be added or modified. It has 20 charges at the beginning of combat.
- If you apply a poison to the weapon and later sheath the weapon the first shot from the gun applies the poison.
- If you apply a magical effect to the weapon and later sheath the weapon. The gun gets the benefit. Same with the reverse. If the gun gets the buff it confers the buff to the sword if drawn later.
- As a bonus action or when you use second wind you can switch modes (gun or sword)
Gun mode (Modified Ran Rifle):
- You have a +4 bonus to attack and damage rolls made with this magic weapon.
- When you hit with this weapon you deal extra damage equal to the remaining charges.
- Stun (1 charge). When you attack you may declare to do Psychic or Poison damage instead. If a target is reduced to 0 hit points from this attack the target is instead reduced to 1 hit point and rendered Unconscious for 1 hour instead. Once per round you if the attack hits you can chose to have the target make a DC 20 Constitution saving throw incapacitated, and stunned for 1 hour.
- Incineration (1 charge). When you attack you may declare to do Fire or Necrotic damage instead. If the target is dealt Fire or Necrotic damage the target is incinerated (disintegrated) if this damage leaves it with 0 hit points.
- Stunned Blast (10 charges, Recharge 5-6). As an action you can fire the rifle at any number of targets within a 60-foot cone. Each creature in that area must succeed on a DC 20 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Take Down (10 charges). As an action you can make a melee weapon attack against one incapacitated humanoid stunned by you. On a hit target takes 55 (10d10) bludgeoning damage. If this damage reduces the target to 0 hit points, the target dies.
- Teleporting Strike (10 charges). As a action you make one ranged attack then teleport to where the shot hit up to 120 ft. The item changes to sword mode and you can make one melee attack.
Sword mode (Modified Katana):
- This +4 sword is characterized by a curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. When you hit with this weapon you deal extra damage equal to 60 minus two time the remaining charges and you gain an energy charge up to maximum charges. If an ability would cause you to gain charges above your maximum the ability fails.
- This weapon has the finesse, heavy, light, properties and has magical reach.
- When you roll a 20 on the attack Die create a wall of force (as per the wall of force) create a flat surface made up of up to ten 10-foot-by-10-foot panels in the direction of the cut.
- On a hit you may cast Forcecage once as a bonus action targeting the creature you hit. Once used this property cannot be used until next dawn. (Spell save DC is 20 or your own which ever is higher)
- Ran Parry (regain 10 charges). As a reaction, when you are hit with an attack or affected by an area effect, you can teleport up to 10 ft to an unoccupied space potentially causing the attack to miss (i.e. out of reach of the attack)
- Crippling Strike (regain 10 charges). As an action, you can make one melee attack, if it hits this attack is a critical hit, normal damage on a miss.
- Teleporting Rush (regain 10 charges). As a bonus action you make one melee attack, if it hits you can teleport from 60 to 120 ft in the direction of your strike (draw a line from your position though the target you hit). If this would position you inside an object or creature, you take 1d6 force damage and this teleport fails. If you successfully teleport this way you switch to Gun mode.
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: Immunity: Poison, Immunity: Poisoned, Immunity: Fire, Immunity: Disease, Sense: Truesight, Bonus: Magic, Ran Samurai 20, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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