Weapon (antimatter rifle), legendary (requires attunement by a proficiency with firearms and by a creature that has contacted antimatter)

The umbrella has 20 charges for the following properties. The umbrella regains 2d8 expended charges daily at dawn. If you expend the last charge, you must make a DC 20 Wisdom saving throw. On a failure, you succumb to long-term madness, as determined by rolling on the Long-Term Madness table (DMG pg. 260).

Open Umbrella. As a bonus action, you may open the umbrella and carry it as a shield, even if you are not proficient with shields. While it is open, a 20-foot radius invisible dome springs into existence around the umbrella, stopping rain from passing through it, and you gain +5 AC

If the umbrella is open and hasn't been closed for 1 hour, the creature carrying it, or the next creature to touch it if it isn't currently being carried, must succeed on a DC 15 Dexterity (Sleight of Hand) check or take 12d6 necrotic damage.

You cannot use Unsheathe Blade, or make a ranged weapon attack with the umbrella, while it is opened

Unsheathe Blade. As a bonus action, you can spend 6 charges to draw a rapier wreathed in black flame from the umbrella's handle and cast tenser's transformation. The rapier grants a +2 bonus to attack and damage rolls made with it. When the spell ends, the rapier teleports to the umbrella and resheathes itself. This property can't be used again until the next dawn.

Rend Space. As a bonus action, you can teleport to a space that you can see, up to a distance based on the number of charges spent. Each charge increases the distance teleported by 15 ft

Antimatter ire: When you make a ranged weapon attack, on a hit, you can spend 1 charge to add 2d6 force damage, and push the target up to 10 ft away in a straight line

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d8 necrotic damage

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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Damage: Necrotic, proficiency with firearms and by a creature that has contacted antimatter, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

ricciajas

Comments

Posts Quoted:
Reply
Clear All Quotes