Weapon
Legendary cursed magic item Requires Attunement
Black powder, Swift, Repeater.
· When this item is found and picked up the wielder must succeed on a DC 18 Charisma save. If failed the wielder is under the effect of dominate person. And will use its whole action to attack, firing all four shots at the close’s innocent creature. If the wielder can kill the target this weapon enters its awakened state.
· Dormant-you hear the voice of a distant figure that looms just outside of your mind your alignment becomes eviler. -Killing an innocent will awaken this weapon. You ignore the loading property with this Pepperbox. If you load no ammunition in the weapon, it produces its own, automatically creating 4 pieces of magic ammunition when you make a ranged attack with it.
· Awakened-the voice is a constant telling you to do things to build power at any means necessary. The Pepperbox has 3 charges and regains 1d3 expended charges daily at dawn. Once per short rest you may expend a charge and cast the inflict wounds spell -Forming a deal or bond with the spirit of the Dredgen will progress this weapons level. +1 to hit.
· Acolyte-you started taking the advice Dredgen gives you growing your power not caring about the bodies you must leave in your wake to get to your goal. The Pepperbox now has 1d4 charges per day. Once per short rest you may expend a charge and cast the misty step spell -Finding another pierce of the Dredgen will progress this weapons level. +2 to hit.
· Apprentice-you’ve begun the rites of becoming the Dredgen you have visions of a pass long ago enemies long since gone but new goals coming into play as your Banner raises Dredgen (etc). The Pepperbox now has 1d5 charges per day. Once per short rest you may expend a charge and cast the Spirt Shroud spell -Succeeding the Dredgen’s possession will progress this weapons level. +3 to hit.
· Dredgen-you are now the Dredgen. The Pepperbox now has 1d6 charges per day. Destroy the avatar of Dredgen Yor - Once per short rest you may expend a charge and cast the Harm spell.
· Ruin- expend one charge and gain the following effect. Before the end of your next turn if you hit a creature, it must make a DC 15 con save if it fails the creature suffers the bleeding condition.
· Fear- expend one charge to make any creature within 30ft of you make a DC 15 wisdom save if failed the creatures become frightened of you and suffer the frightened condition.
· Agony- expend one charge Before the end of your next turn if you hit a creature the damage you deal you gain life equal to that damage.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 2d4 | Necrotic | 60ft/120ft |
Weight: 3lb
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