Weapon (rifle, hunting), legendary (requires attunement by a Fighter, or a character with firearm proficiency)

This weapon was created by chance by the travelling trader Angus, who was gifted a crystal blessed by Bahamut. This crystal produces a constant stream of fresh air from its surface. Using the crystal, the weapon fires ammunition using compressed air, instead of the more volatile black powder. The weapon was created as a gift for Angus’ daughter Tia, however the family has not been heard of in recent years, and the weapon is missing.


Crank It Up

The Tianova relies on extremely compressed air to fire its ammunition and can be cranked up to 3 times to increase the damage and range of each shot. However the risks increase too.

An Attack or Bonus Action can be used to Load Ammunition and Crank one level, to a maximum of 3.

Crank Level

Damage

Range

Blow Back/Loose Footing

1 Crank

[roll]1d8[/roll] piercing

40/160

10 x BSM, Loose footing: 1

2 Crank

[roll]2d10[/roll]piercing

120/480

20 x BSM, Loose Footing: 2

3 Crank

[roll]3d12[/roll]piercing

200/800

30 x BSM, Loose Footing: 3

Body Size Modifier (BSM): Tiny: 4 - Small: 2, - Medium: 1, - Large: 0.5, - Huge: 0.1

Tianova can be fired without loading any ammunition, in this situation the creature is only subjected to "Blow Back", and Saves/Checks are made with advantage.


Blow Back/Loose Footing

Due to the force expelled by the Tianova when fired, there is significant blow back which can push some creatures back or even knock them prone.

  • When firing the Tianova, the player must make a Athletics Check, DC 8/10/12, Crank Level respectively, or suffer "Blow Back" a distance indicated in the above table
    • E.G. 2nd Crank + Small Creature = 20 x 2 = Pushed 40ft away from direction of firing.
    • If the creature is braced against something (Wall, Tree, etc), or is laying prone, they auto succeed the Athletics check. Unless subjected to "Loose Footing"
  • The player is subjected to "Loose Footing"  if they roll under or equal to a 1/2/3, crank level respectively, on their attack roll.
    • They automatically fail the Athletics check and suffer "Blow Back"
    • If the creature is braced, a DC16 Strength Saving Throw can be made maintain their footing and hold on Tianova, on a fail take [roll]4d4[/roll], [roll]6d4[/roll], [roll]8d4[/roll], crank level respectively, bludgeoning damage, as the weapon slams them against the braced object and the weapon smacks into them.

Ammunition

The Tianova can utilize a broad range of items as ammunition from pebbles to specialised or enchanted ammunition which provide additional damage. With adequate materials and suitable tool proficiency, ammunition can be crafted at reduced costs. However more advance ammunition requires more refined materials and facilities to create. The requirements can be defined and discussed with the DM.

Recommended Level

Ammo

Acquisition

Additional Damage

Elemental Infusion Damage

1

Pebbles/Stone

Ground (needs cleaning)

N/A

N/A

5

Metal Round

Tinker’s Tools + Metal Scraps

[roll]1d4[/roll]

N/A

8

Refined Shell (Magic)

Workshop + Metal Ingots

+1 Atk, [roll]1d6[/roll]

[roll]1d6[/roll]

12

Arcane Calibre (Magic)

Workshop + Arcane Input + Refined Shells

+2 Atk, [roll]1d4[/roll]

[roll]2d6[/roll]

 A Critical Hit with ammunition that has an Elemental Infusion (Decided upon ammunitions creation) can trigger appropriate elemental status effect: Burn, slow, stun, radiant, etc


 

YOLO

Resisting the Blow Back of the Tianova isn't the only course of action one could take. As a reaction the creature can leap back with the force of the Blow Back, adding 10ft to the Blow Back distance.


 

Over Charge

While the Tianova is designed to only be cranked 3 times for effective use, there is nothing preventing it from being pushed further, though with dire consequences.

4th Crank

Requires a DC18 Strength Check,

  • On a fail, the crank can not be achieved and the pressure relieves reverting crank level to 0.
  • On a success 4th level crank is achieved, the weapon starts creaking and shaking, and must be fired!
    • If the attack roll is >12 and hits, the damage dealt is doubled, for the Tianova damage, this is not applied to ammunition damage.
    • If the attack roll is <11 the Tianova misfires with the following effect
      • Blow Back effect of 50 x BSM, Strength Saving Throw DC22
      • If Braced, or there are environment obstructions (buildings, trees, etc) to a clear Blow Back path, suffer [roll]12d4[/roll] Bludgeoning Damage, + [roll]4d6[/roll] force damage
  • If the Tianova is not fired as the next possible action, the pressure is forcefully released affecting a 15ft radius around it.
    • Dealing 10d6 Force Damage, half damage on a successful Dexterity Saving Throw DC20
  • After the 4th crank has been fired/released the crystal is damaged and will require repairs to operate properly again. Such repairs require stone skills, enchanting components, time, and skill checks of the DM’s designation.
  • Until it is fully repaired damage is halved.

 

5th Crank

If the next possible action is not to fire the Tianova, and isn’t to leave it idle to forcefully release pressure, it can be cranked a 5th time.

  • Strength Check DC26
  • On a failed check, the pressure is released as before affecting a 15ft radius circle around it. Dealing 10d6 Force Damage, half damage on a successful Dexterity Saving Throw DC20. Repairs as described above.
  • On a successful check the 5th crank is achieved and immediately shatters the crystal. Once shattered there is a thunderous detonation.
  • All creatures within 30ft of the Tianova must make a DC26 Constitution Saving Throw, on a success take half damage.
  • Creatures within 15ft make the Saving Throw at Disadvantage
  • On a fail take [roll]12d6[/roll] Force Damage + [roll]8d8[/roll] Thunder Damage + [roll]4d12[/roll] Psychic Damage

 

The Tianova is completely destroyed and cannot be repaired

 

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: Ranged Weapon Attack: Piercing, Ranged Weapon Attack: Piercing, Ranged Weapon Attack: Piercing, Fighter, or a character with firearm proficiency, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2023 8:08:16 PM
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Item Tags: Damage Combat

SilverShadow666

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