This legendary pistol was created by a mad Artificer with something to prove to his fellow weapon designers. This pistol has one charge and regains the charge at dawn. When fired during combat, a normal ranged attack roll is made against the target, unless the Player Character has proficency with Firearms. If the Attack hits, the Player will roll a D20 and based on the list below, the corresponding creature will be cast onto the battlefield within a 5 foot range of the target. If the creature is large or bigger, any target will have a reaction chance to move just outside the range of the creature while still staying within 5 feet. (I.E. two targets occupy a 10x10 area, if an attack against a target hits and a large creature is cast, both targets get a reaction opportunity to move just far enough to not be bludgeoned)
The Creature will immediatley be put at the end of the initiative order and will have a turn to attack its target the same round as it was cast onto the field. If the creature description says that it can only breathe underwater, it will only last one round of combat and will perish at the top of the initiative order. If the Creature can hold its breath or walk on land, it will continue to attack as normal until killed or combat ends.
If the pistol is fired outside of combat, the creature fired will immediatley turn hostile to the attuned character giving an attack of opportunity to the creature. Initative against the creature will then be rolled.
- Sea Horse (CR 0)
- Crab (CR 0)
- Quipper (CR 0)
- Knucklehead Trout (CR 0)
- Dolphin (CR ⅛)
- Giant Crab (CR ⅛)
- Giant Frog (CR ¼)
- Giant Poisonous Snake (CR ¼)
- Dimetrodon (CR ¼)
- Giant Seahorse (CR ½)
- Crocodile (CR ½)
- Reef Shark (CR ½)
- Giant Toad (CR 1)
- Old Croaker (CR 1)
- Giant Octopus (CR 1)
- Swarm of Quippers (CR 1)
- Giant Crayfish (CR 2)
- Enormous Tentacle (CR 2)
- Killer Whale (CR 3)
- Giant Crocodile (CR 5)
Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Class Attunement Requirement - N/A, Summoning, Damage, Combat, Loading, Range, Ammunition (Firearms), Vex
Comments