You have a +1 bonus to attack and damage rolls made with this magic weapon.
Protective Parasite. Baalbrand is a near-sentient weapon that cannot speak, but reacts emotionally during combat or if the creature attuned to it is faced with a creature they dislike or feel antagonized by. If the creature attuned to Baalbrand is within 30 feet of a creature they dislike, Baalbrand heats to the touch. If Baalbrand senses imminent danger, it becomes red hot and deals 2d4 fire damage and 1d6 necrotic damage to the attuned creature. This damage is added to the first attack you make with this weapon.
Vengeful Extraction. Once per round (except when you add damage from Protective Parasite), you may choose one when you make an attack:
- Dragon's Breath. Add 2d6 fire damage to your damage roll. This damage cannot be reduced in any way.
- Draining Blast. Add 4d4 necrotic damage to your damage roll and heal for half that amount. This damage cannot be reduced in any way.
Devouring Critical. If you roll a critical success on your attack roll, you may add both effects of Vengeful Extraction, even if you have used it once this round. Once Devouring Critical has been used, it cannot be used again until you complete a short or long rest.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Push
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