Weapon (rifle, hunting), legendary

A Weapon wielded only by Rose Knights given to them after finishing training to aid in their fight against evil, Crescent Rose evolves as you level up with the Rose Knight subclass.

any person using this weapon who isn't a Rose Knight gets a -10 to hit and attack due to how complex this weapon is.

 

At the 5th level, you gain advantage on intimidation checks against creatures with an Evil alignment.

 

At the 10th level, You can use 2 Aura Charge to use Aura Shot and add an extra 1d8 fire or lightning damage your attack until the end of your turn. (Aura shot does not add to melee attacks)

Your dice becomes a 1d10 at 15th level, and 2d8 at 20th level.

 

At the 15th level, If this weapon lands a Critical hit and is empowered by Aura Shot the target is petrified (if ice), or Paralyzed (if lightning) until the end of your next turn.

 

At the 20th level, Once per long rest you can use 10 Aura Charges to use Crescent Rose Combo. You only need to roll to hit once (with advantage) to hit all your attacks, the combo ends with an attack from Crescent Rose (Scythe 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: Weapon Property: Two-Handed, Bonus: Magic, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

KarriV5

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