Weapon (magitech revolver), artifact (requires attunement)

The Speaking Gun is not a conventional firearm but a grotesque, organic weapon. Its appearance is described as a twisted combination of flesh, bone, and metal, with a barrel that pulsates as though alive. Instead of firing bullets, it unleashes the power of words spoken in ancient, forgotten languages—words of unmaking that destroy the very essence of their target.

The gun "speaks" these words with a sentience of its own, drawing upon the darkest corners of reality to achieve its ends. The sound it produces is said to be unbearable, resonating with cosmic finality.

The Speaking Gun is a sentient creature that longs for the destruction of everything. It breathes its will into the mind of any who might be brave or foolish enough to wield it, poisoning them and attempting to subvert their will in order to carry out its dream. The Speaking Gun hates existence, and everything in it. It knows the true names of everything, and longs to speak them, but resents the fact that it cannot do so without someone to pull its trigger.

Attuning to this weapon requires the user to succeed on a DC 16 Charisma save, or be taken over and controlled by the weapon. Any creature taken over in this way may be saved only by a Remove Curse spell or similar effect. While attuned to this weapon you gain expertise and advantage on all intimidation checks made if you use this weapon in that intimidation attempt.

Damage dealt by this weapon cannot be healed by any method other than a Long Rest. All Saves rolled by creatures or objects targeted by this weapon's spells or effects are rolled with Disadvantage. Due to the Truespeak effect being utilized, this negates any other effect that would negate disadvantage. Similarly, all necrotic damage dealt by this weapon bypasses resistance, and immunity is instead treated as resistance for creatures. Objects take full damage regardless of their nature.

Spellcasting. This weapon has 10 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), Dominate Person (5 charges), or Power Word Kill (9 charges).

Whenever a user attempts to use this weapon, whether to use an ability or even for a normal attack, the weapon tries to force them to use its ultimate power, and the user must succeed on a DC 16 Charisma save to use a lesser power or normal shot. If the weapon has less than the required 9 charges, it attempts to resist any other charges being used so that it may fully recharge, (in order to once again use Power Word Kill) and the user must succeed on a DC 16 Charisma save to even use the weapons other abilities at all. If the wielder is attuned to the weapon, and they make an attack on a target while the weapon is fully charged, the weapon attempts to force the user to use The Speaking Gun instead of their normal attack. These effects can only be avoided if the user has come to an agreement with the weapon, perhaps agreeing to be used on a specific target, rather than a random one for the coming battle. (This is only possible for one who shares the nature of The Speaking Gun, - Chaotic Evil - and/or actively – willingly - uses its power frequently enough to be on good terms with it.)

The weapon regains 2d4 expended charges daily at dawn.

Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they deal remains nonmagical. Such firearms are always loud and tend to have poor accuracy over long ranges, although the recently-introduced rifling found in revolvers and rifles increases their effective range.

Extra Reloads. More expensive models of magitech firearms have a self-reloading mechanism that harnesses the arcanomagnetic engine to re-cock the weapon. If you wish, you can increase the magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.

Notes: Expertise: Intimidation, Advantage: Intimidation, Damage: Necrotic, Bonus: Ranged Weapon Attacks, Damage: Necrotic, Damage, Control, Social, Banishment, Combat, Cursed, Sentient, Eldritch Machine, fabled, Ammunition, Reload, Loud

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2025 8:48:32 AM
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4/11/2025 4:08:39 PM
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Item Tags: Damage Control Social Banishment Combat Cursed Sentient Eldritch Machine fabled

Lunasmeow

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