Contagi-Gun
Exercise extreme caution and wear protective gloves when wielding this weapon. Consult your cleric or alchemist if you experience any unusual symptoms, including but not limited to: nausea, migraines, dehydration, overhydration, cerebral haemorrhaging, weave allergy, spontaneous combustion, or sudden explosive cardiac failure.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has 4 charges and regains all expended charges daily at dawn. In addition, it doesn't have the ammunition or reload properties. Instead of bullets, it shoots globs of concentrated acid or virulent poison, dealing acid or poison damage (your choice) instead of its normal damage type.
Viral Spread. As a bonus action, you can expend 1 charge to imbue your next shot with a powerful disease, choosing one of the symptoms below. If your next attack with this weapon hits a creature,and it must succeed on a DC 16 Constitution saving throw or suffer the chosen symptom for 1 minute. A diseased creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a different creature ends its turn within 5 feet of a diseased creature, you can use your reaction to force the creature that isn't diseased to make a DC 16 Constitution saving throw, becoming affected by the same disease on a failed save. A creature that succeeds on a saving throw against this property can't be affected by it again for 24 hours.
• Fever. The diseased creature takes 1d8 fire damage at the start of each of its turns.
• Lethargy. The diseased creature's speed is reduced to 10 feet.
• Tremors. The diseased creature has disadvantage on attack rolls.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has 4 charges and regains all expended charges daily at dawn. In addition, it doesn't have the ammunition or reload properties. Instead of bullets, it shoots globs of concentrated acid or virulent poison, dealing acid or poison damage (your choice) instead of its normal damage type.
Viral Spread. As a bonus action, you can expend 1 charge to imbue your next shot with a powerful disease, choosing one of the symptoms below. If your next attack with this weapon hits a creature,and it must succeed on a DC 16 Constitution saving throw or suffer the chosen symptom for 1 minute. A diseased creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a different creature ends its turn within 5 feet of a diseased creature, you can use your reaction to force the creature that isn't diseased to make a DC 16 Constitution saving throw, becoming affected by the same disease on a failed save. A creature that succeeds on a saving throw against this property can't be affected by it again for 24 hours.
• Fever. The diseased creature takes 1d8 fire damage at the start of each of its turns.
• Lethargy. The diseased creature's speed is reduced to 10 feet.
• Tremors. The diseased creature has disadvantage on attack rolls.
Rarity
Weapon (any firearm), very rare (requires
attunement)
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