Bunny's Level-Up Bullets (5e Equipment)
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Ammunition (Modern Bullets), Artifact (Major) (Requires Attunement) This ammo attunes to the user automatically, and absorbs to the user's skin. Level-Up in damage, per bullet level this ammo gains power. Damage: at level 1, (1d20+2d12 Radiant+ 5d100 fire/explosion damage)x(Range/10). Max Range: Starter 200 Miles Max Range: Final: 136,000 Miles 1) •bullets are blood bound & can be stored within the wielder's body •bullets absorb energy from surrounding area as it travels, converting it into a stronger impact over long distances. •upon impact with target, bullet will release a strong explosion. This effect gets stronger by twice it's strength at levels 3, 5, 7, 9, 11, 13, 15, 17. At 20 •bullets are highly enchantable by bonded wielder, specifically °abjuration °evocation °holy/radiant °fire •Bullets are immune to °sonic waves °acid °elemental forces °magical force °disintegration °explosion/fire °necrotic °Dragon's breath °curses °any magic who's source is not the wielder •bullets are especially effective against: °fae/fey °demons °incorporeal undead (2×) °ghosts/ghasts °weres °eladrin °undead •bullets cannot be forcibly disarmed 2) bullets return to wielder at will, lodged bullets can cause additional damage dependent on target's weaknesses 3) lodged bullets can increase chance of victim being struck by lightning (stackable) 4)Bullets have thrown ability (60ft/3miles). Distance increases at levels 11, 15, 18 and max out at 20 (60ft/30 miles) 5)can take an extra shot per turn 6)bullets can be used without holding/firing as they can be controlled by bonded wielder's mind (100ft). Increases at levels 12, 16, 18 and max out at 20 (20 miles) 7) Spells that target/hit bullets bounce off and have a chance to change targets. At level 20 the spells also have the chance to change, either becoming another element, getting stronger or an entirely different spell (DM discretion) •Bullet's explosion has a chance to petrify any caught within 8) Bullets have ability to dispell magical darkness (lvl2). Increases at levels 13 (lvl 7), 17(lvl13) and 20(lvl17) •bullets have magic jar ability (10ft ft^3). Increases at levels 16 (100ft^2), and level 20 (1000ft^2) 9) upon impact bullet also releases Magic Missile spell (cr5). Power increases at levels 12(cr7), 14(cr11), 16( cr15) and max out at 20(cr18). •creatures not native to the realm struck by bullet with less than 50HPbare forcefully returned to their home realm 10) bullets are now soulbound to wielder. •bullets overcome all resistances and immunities •bodies of creatures killed by these bullets are placed under a preservation spell |
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