True Name Magitech Firearm (Very Rare)
The Illrigger Revised p. 38 (Third Party),
- Tipo
- Arma a distancia
- Mágico
- Sí
- Rareza
- firearm, very rare (requires attunement by an illrigger)
- Peso
- 3
- Daño
- 1d10
- Tipo de daño
- perforante
- Alcance
- 30/90
- Propiedades
- munición, recarga, cuerpo a cuerpo
Descripción
Reload: 6 Misfire: 1 Ammunition: 4g (20) Ammo: bullet
Magitech firearms 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.
This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades. The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature. You gain a +2 bonus to attack and damage rolls made using the weapon, and the damage dealt by your seals increases by 2d6. In addition, when you reduce an enemy to 0 hit points, you can choose to regain a seal (no action required). Once you regain a seal in this way, you can't do so again until the following dusk.
"The weapon known as True Name is inseparable from the history of the Seven Cities. Whenever two devils entered into a deal with one another, the offeree of the contract would seal their true name into its ornamentations, then the blade would remain in the possession of the offerer. Should the offeree fail to uphold their end of the contract, the offerer would magically learn the name from the blade, thus gaining power over they who betrayed the sacred pact. Is there, thus, any blade with more potential? It is written that if an infernal soul could discover the true name of the weapon itself, they could draw from it every name sworn to it since the blade's creation. Imagine the power that individual would have over the Seven Cities. Imagine the proud devils who could do naught but fall to their knees. I have sought the blade's name for centuries. With luck, when I find it, its bearer will not know the power they wield, and it will be mine." — Infernal Chancellor Lazivos's personal writings
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
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.
Proficiency: firearms Source: The Illrigger Revised p. 38 (Third Party), Heliana's Guide to Monster Hunting - Part One p. 122
Modificadores
weapon attacks +2
weapon damage +2