Weapon (shotgun), artifact (requires attunement by a Requires 1 hour to practice the action and familiarize with the reloading.)

This wonders weapon is unable to do direct damage but instead damage bonuses add to the distance the target or weilder is thrown (2 additional feet per +1) 

Additional magic effects, weilder takes 1/4 fall damage. 

Misfire of 2, load 2

This double barrel shotgun follows misfire rules as per standard Firearms.

Instead of dealing damage this shotgun converts the energy of the blast into a spell cone that starts at 1 foot wide that then widdens to 6 feet wide at 30 feet away. The effect pushes away all targets in the cone from the weilder. The target must complete STG save of 15 or be thrown 30ft away from the weilder and knocked prone, a successful save will result in the target only moving 5 feet and remain in current stance. If both shots are used the target gets disadvantage on their save, and a failed save results in 45 feet of knock back. how ever this effect requires the weilder to be touching the ground and not be prone. The target if knocked into objects takes damage as if they fell from the distance from wich they started. 

In the event the shotgun is fired in any other moment, it is instead the weilder who is pushed the opposite direction of where it is pointing. The weilder must pass a DC 8 check or be off balance when they stop. If both shots are expended the movement is 60 feet instead of 30 and the save is DC 14. If the weilder is prone when this is used and pass the DC check they are then standing having used the air time to recover. 

If used in conjunction with the disarming shot ability, the affected weapon will be knocked 30 additional feet per shot used away from the target. 

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, Requires 1 hour to practice the action and familiarize with the reloading., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Push

Item Tags: Damage Combat

nickdb471

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