Weapon (revolver), legendary (requires attunement by a Can only be attuned by the person wielding it. Must kill a creature first before the magic Awakens)

This weapon belonged to the legendary murderer who shot a friend after a drunken argument. When the townsfolk went to bring him to justice, he shot many of them down. He eventually was caught and punished but never repented. He died and when he met one of the devils in the after world, he slapped him and shot him because it too hot. He was kicked out hell but could go to Paradise because of his misdeeds. He was cursed to wander the earth. He's only known as the Badman, as no one wants to invoke his name. His pistol is cursed and if a person is attuned they don't want to part with it

 

 This pistol is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the pistol, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the pistol is on your person, you must succeed on a DC 18 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the pistol forces the vengeful spirit to leave it. The pistol then becomes a +3 weapon with no other properties.

 

 

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: Bonus: Ranged Weapon Attacks, Damage: Melee Weapon Attacks, Ignore Weapon Property: Loading, Advantage: Initiative, Bonus: Initiative, Can only be attuned by the person wielding it. Must kill a creature first before the magic Awakens, Range, Ammunition (Firearms), Reload, Sap

SeanMcintosh

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