Weapon (shotgun), legendary (requires attunement by a Warlock, Rogue, Fighter(gunslinger), Artificer)

This one-of-a-kind pair of twin shotguns are forged from blackened steel and are adorned lightly with sinister runes, the barrels emit a faint, eerie glow, and the grips are fashioned from infernal wood. These guns require attunement to function.

  • Damage: 2d8 piercing damage per shot, with additional 1d6 necrotic per shot.
  • Range: range 10/65 feet.
  • Reload: Each shotgun holds 4 shells (for a total of 8). Reloading is a bonus action, and requires you to make the motion of throwing the guns to the ground. They disappear from existence and reappear in your hands when this is done, fully reloaded.
  • Special Abilities:
    • Death Blossom: This is a powerful special ability that allows you to rapid-fire the shotguns wildly, dealing damage to all enemies in a 25ft radius around the user, and ignores the reloading mechanic for the duration. This ability lasts one turn. 
      • Charging: This ability is charged by dealing damage to creatures using the shotguns, and reaches one full charge once 150 damage is dealt. The resulting damage from a Death Blossom cannot be used to charge a second Death Blossom.
      • Verbal Component: The Death Blossom requires the wielder to loudly utter the word 'die' three times while using the ability.
      • Charge Storage: The guns can store up to a total of one charge at a time, which will remain stored until used.
      • Ability Damage: This ability deals 25d20+5d10 damage, this damage is divided between all creatures within range. Each creature within range must beat a Dexterity saving throw of 18. A target takes full damage on a failed save, or half as much damage on a successful one.
    • Wraithfire Infusion: When damage is dealt to an enemy using the shotguns, 35% of that damage is returned to the wielder of the guns as health.
    • Soul Reap: Creatures cannot be revived when slain by these guns, as when the guns reduce the creature to 0hp, the weapons absorb the soul.
  • Curse of Wraith Restoration: While attuned to these shotguns, the user is unable to be healed by conventional healing magic. The user can only regain health through the guns' magic, healing potions, or a long-rest. In addition to this, attunement to the guns can only be broken by death or through use of the spell Wish.

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: Twice Proficiency Bonus, Warlock, Rogue, Fighter(gunslinger), Artificer, Damage, Cursed, Range, Two-Handed, Ammunition (Firearms), Reload, Push

Item Tags: Damage Cursed

NotSatan05763

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