Weapon (rifle, hunting), legendary (requires attunement by a Destined Wife of Comeditis)

This weapon is a +3 Hunting Rifle. (Ammunition can be bought created or used as a Bad News)

Titania Power

There is no denying the power of Titanium. When carefully crafted into a rifle the power is impressive.

While you hold this weapon, you gain a +3 bonus to armor class, saves, attacks, and your spell save DC (doesnt stack with other caster attunements or staff of power). Attacks made by this weapon count as Titanium for the purposes of overcoming resistances and crit immunity. The first time this weapon deals damage on a turn it deals 5d6 extra piercing damage to one target.

Titania Snipe

Made in the imitation of a titanium dragon the familiar is a special spirit that uses your energy along with the conduit of titanium metal

Your snipe can be a pseudo dragon except its maximum hp is equal to your maximum hp. Its flight speed is doubled. It has a natural armor class of 20. As an action it can use your breath weapon (including charges).

Titania Modes

Titanium modules are small and can be changed by simple modes within the rifle itself. Each has different settings that can enhance the user’s abilities 

At the beginning of of your turn chose one of the following modes until you change modes:

Decided. You can add your sneak attack dice to your breath weapon damage if the target would be applicable. You can enchant your ammo with your breath weapon. Wherever the shot hits all targets within 30 ft of the shot gets hit by your breath.

Deploy. As a bonus action you can use your Decoy Snipes ability as if you used it. You gain temporary hit points equal to the distance you teleported in feet.

Directed. When an ally makes an attack against an enemy you can see, You can use your reaction to use the same die roll to make an attack.

Derailed. You attach a bayonet on the end of this weapon and it becomes a melee weapon spear with finesse and reach 10 ft, when you hit with the bayonet you may fire the weapon.

Decoupled. As long as your snipe is within 100 ft of you, you can cast spells through your familiar as if the familiar casted the spell. (Note counterspell would apply if they disrupted the familiar’s cast)

Destined. As an action you may make an attack against a creature with this weapon (you must still choose the right space if its a creature you cannot see). This attack ignores all forms of cover, barriers, and bonuses due to reactions.

Destroyed. You deal extra damage against constructs and to objects equal to your sneak attack dice.

Deafened. When you make an attack you may make a stealth check against Passive Perception of hostile targets. If you make more then their Passive Perception they cannot see your attack. While in this mode all allies can see you.

Titania Charges

Titanium can store energy better than any other metal. For this weapon a special capacitor is made that can discharge and apply powerful magic effects

At the beginning of combat (initiative) you gain 3 special charges that can be used for the following. Each can only applied once per attack, ability or save:
• Cast a spell that can be inscribed into a Glyph of Warding then make a ranged attack with this weapon. If the attack hits, the target is effected as if the target triggered a glyph. 
• You can double damage for an attack you see
• You gain a +10 to an attack or ability check
• You can teleport 30 ft (potentially causing an attack to miss or avoid an area spell)

Titanium Resistance

Titanium is unyielding metal and the most difficult to forge with. It can resist the highest of temperatures and conveys this unyielding element onto the user.

When you fail a saving throw you may choose to succeed instead. Once you use this ability you cannot use it again until you take a long rest.

Titania Reactions

Titanium is sleek and nearly frictionless bestowing its quickness upon its user

You gain 1 extra reaction.

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: Bonus: Armor Class, Bonus: Saving Throws, Bonus: Melee Attacks, Bonus: Ranged Attacks, Bonus: Spell Save DC, Bonus: Magic, Destined Wife of Comeditis, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Previous Versions

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2/19/2023 10:41:59 PM
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