Each time it's previous owner unattunes to it, this weapon appears in a convenient location somewhere within the oceanic abyss, luring in it's next owner. This weapon is forged of damascened steel, imbued with ornate patterns covering the stock and barrel. On the grip and handguard of the gun the patterns are absent, replaced with a handprint matching the attuned user's palms, when the attuned creature holds the rifle at these two sections, they feel a slight adhesion to the gun and a small amount of energy emanating between their palms and the gun.
While attuned to this item, the creature gains the following benefits:
- Innate Spells: The Abyssal Rifle has 3 charges which can be used to cast the following spells (DC15) without requiring material or somatic components, but still requiring concentration. Shield of Faith (1 Charge), Bless (2 Charges) and Enlarge/Reduce (3 Charges). Each day at dawn, the rifle regains 1d4-1 charges
- Distracting Glare: After you hit an enemy with an attack using this weapon it is drawn to the allure of the patterned steel, until the creature takes damage attack rolls from creatures other than you against that creature have advantage.
Curse: This item is cursed with the wrath of the god who's life force it draws from. As a result when a Humanoid, Monstrosity, Fey or Fiend is killed by this weapon, an attuned user must make a DC10 Wisdom Saving Throw (a natural 1 automatically fails this saving throw, regardless of modifier) or be compelled to immediately consume the corpse of the creature killed, each creature consumed in this manner increases the DC by 1 for future attempts to resist this curse. If you are a Deeptouched, as described in the deeptouched race, consuming these creatures erodes your sanity and humanity. If you are a Kamaho, each creature you devour while attuned to this weapon only grants 1/2 the hitpoints usually granted by your devour feature. The god within the Ketalysium crystal is enforcing a tax on drawing from it's power, taking joy in watching the mortal lose all restraint over their actions, devolve into insanity and break their race's code of devouring.
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: requires attunement by a Deeptouched or Kamaho, Buff, Cursed, Sentient, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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