E.G.O. Gift: Magic Bullet (5e Equipment)

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Weapon (Musket, Rifled ), Unique (major)

"When a hunter received a gun with the bullets that will puncture anything he pleased from the Devil, the Devil proposed a childish contract: the last bullet would puncture the heart of his most beloved."


Der Freischütz
"After a deal with a shadowed marksman, you were given a weapon".
This weapon acts a +3 Musket, Rifled whenever it is fired without using The Magic Bullets. Any creature that has the Spellcasting or Pact Magic features can fire Der Freischütz without cost of ammunition. This does not include the Magic Bullets. When it is utilising The Magic Bullets, it's damage is decided by how many bullets have been shot before. Der Freischütz, when not in use, simply takes the form of a magic circle on the user's right wrist. Der Freischütz can be summoned and equipped as a bonus action. Whenever Der Freischütz is fired, the user gain 1 level of exhaustion. This exhaustion is held separately from regular exhaustion, and does not compound with standard exhaustion. Hereafter, this exhaustion will be referred to as "Corrosion".


The Marksman's Smoking Pipe
"To fire the perfect shot, one's mind must be entirely focused."
As a bonus action, the user of Der Freischütz, if they possess 1+ levels of Corrosion, may puff on The Marksman's Smoking Pipe, reducing their Corrosion by 1. During a long rest, a creature with the Spellcasting feature can refill the pipe, rolling 2d4. The result is the amount of times that the pipe can be used before it runs out. When the pipe runs out, it cannot be smoked again until it is refilled.


The Magic Bullets
"It is as you say, the magic bullet always finds it's target."
The user of Der Freischütz receives one cartridge of bullets, containing seven shots. These bullets, when used in Der Freischütz, will pierce through any and all obstacles in a straight line towards their target. These bullets will always hit their target, no matter of distance or protection. These bullets also ignore resistances, immunities, and damage thresholds. If the distance between the shooter and the target is 300+ feet, the bullet instead travels through a portal created directly in front of the shooter on the moment the trigger is pressed. The bullet's effects are as follows:

  • The First Bullet: When the first of the seven bullets is fired from Der Freischütz, it will deal 3d10 fire damage and cause a Dexterity saving throw. On a failure, the target's AC is reduced by 1 until the end of your next turn.

  • The Second Bullet: When the second of the seven bullets is fired from Der Freischütz, it will deal 5d10 fire damage and cause a Dexterity saving throw. On a failure, the target's AC is reduced by 2 until the end of your next turn.

  • The Third Bullet: When the third of the seven bullets is fired from Der Freischütz, it will deal 7d10 fire damage and cause a Dexterity saving throw. On a failure, the target's AC is reduced by 3 until the end of your next turn.

  • The Fourth Bullet: When the fourth of the seven bullets is fired from Der Freischütz, it will deal 8d10 fire damage and cause a Constitution saving throw. On a failure, the target takes 1/4 of the damage dealt at the beginning of your next turn.

  • The Fifth Bullet: When the fifth of the seven bullets is fired from Der Freischütz, it will deal 9d10 fire damage and cause a Constitution saving throw. On a failure, the target takes 1/3 of the damage dealt at the beginning of your next turn.

  • The Sixth Bullet: When the sixth of the seven bullets is fired from Der Freischütz, it will deal 10d10 fire damage and cause a Constitution saving throw. On a failure, the target takes 1/3 of the damage dealt at the beginning of your next turn.


The Seventh Bullet
"The final bullet pierced through his own heart."
Upon acquiring Der Freischütz, the user is fated to fire the Seventh Bullet sometime during the next 7 years. When the seventh and final of the seven bullets is fired, the bullet will instantly disappear into a portal, and shall fly for 7 seconds. The Seventh Bullet has no set effect, and it's result is left up to the DM. Whatever the final bullet does, it's effect should be actively and majorly detrimental to the player, in combat or otherwise. Regardless of it's effect, the player's alignment will immediately become Chaotic.

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