Weapon (revolver), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon. 

Heart of Fire: This Weapon does an additionally 2d6 Fire Damage. 

Healer of the Heart: When this weapon is fired at an Ally it heals them 2d6. 

Karma of the healer: After this weapon is used to heal an ally it releases a burst of fire around the ally dealing 4d6 Fire Damage. 

Golden Gun. You can use a bonus action to unleash the full power of the Ace of Hearts and its initial wielder for three rounds. The gun becomes wreathed in flame-like radiance, and its attacks become supercharged with magic. While in this state, attacks with the Ace of Hearts ignore half and three-quarters cover, deal an extra 2d6 Fire damage, and do not suffer from disadvantage at long ranges. The Ace does not need to reload during this state, and its attacks do not use up ammunition in the chamber. When this feature is used, it cannot be used again until 2d4 days have passed.

Memento Mori. Once attuned, the Ace of Hearts cannot be removed from your person unless you allow it to be. Regardless of where you last left it, you can use a bonus action to conjure it to your hand.

The Dare. When you attune to this weapon, you start "the Dare", which is a set of conditions that are required for someone else to acquire and attune to the Ace of Hearts. Only one term is set: when you are killed by someone, even if you do not remain dead, your killer immediately attunes to the Ace of Hearts. Any other conditions are yours to make up and change. The Ace of Hearts will remember and enforce these conditions separately from yourself.

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: Bonus: Magic, Damage: Fire, Bonus: Hit Points, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

BloodWolf2008

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