Grand Mistake (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Wondrous Item, artifact (requires attunement)

This weapon is a new technological breakthrough in a world where weapons are already getting better and better. Wars are breaking out about who will control this new technology and take its power, this might have been the world's latest grand mistake. This is a +3 automatic pistol, the Grand Mistake uses the same properties and stats as found in the Dungeon Master's Guide except it deals 2d10 piercing damage on a hit. The Grand Mistake is jet black with gold detailing, it also has a noticeable golden rose on the cedar handle. This weapon's creator is entirely unknown, seen as it was stolen from it's original creator and used for ill-intented purposes. It became known as one of the most infamous weapons of all time.
Random Properties. The Grand Mistake has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property


Silencer. This weapon has a silencer attached to the front of the barrel which makes every shot quiet and does not reveal your position if you are firing while hidden.

Bayonet. The weapon has a small knife attached to the bottom that you can attack with instead of firing the weapon. The knife does 1d6 slashing damage on a hit and has the finesse property.

High Caliber. This weapon's ammunition has been modified to be bigger and more powerful, roll 1 extra damage dice when you hit a critical hit.

Explosive Payload. This weapon changes the ammunition it fires into magical ammunition that explodes on impact, dealing 1d6 extra fire damage to all enemies within 5 feet of the point of impact.

Arcane Magazine. Whenever you reload the weapon, you can do so as a free action instead, and you can summon 1d20 bullets, when these bullets are summoned they can be stored wherever you like, just not directly into the gun. You can do this up to five times per day.

Thirst For Conflict. When you reduce a creature to 0 hit points, you regain 2d10 hit points and must make a DC 15 Wisdom saving throw, on a success, nothing happens, on a failure, you must attack the nearest creature to you at disadvantage.

On The Run. When you hit a creature with an attack from the Grand Mistake, opportunity attacks are made against you with disadvantage.

Infamous. If anyone sees that you have possession of this weapon, they will assume that you are involved in the criminal world and are dangerous. You have advantage on Intimidation (Charisma) checks and you have disadvantage on Persuasion (Charisma) checks made to interact with common folk.


Destroying the Grand Mistake. This item cannot be destroyed or damaged unless no war exists in the world. If all war in the world is eradicated, the weapon simply turns to ashes.


Back to Main Page5e HomebrewEquipmentArtifacts

Views
Personal tools
Home of user-generated,
homebrew pages!
Navigation
homebrew
system ref. documents
open game content
miscellaneous
Tools


admin area
Terms and Conditions for Non-Human Visitors