Ace
Ace is a unique pistol created by Tessa Howard Edison at the Wishing Spires. In it's original form, it had an ivory handle and soft silver designs along the body. Tessa employed many a wannabee gunslinger to test and ultimately wield the weapon against the forces of shadow. This process refined the light in the weapon, refining it even further, until she placed it in the hands of a truly gifted gunslinger. While Tessa was in the process of refining the weapon, she failed to notice her apprentice had stolen a copy of the blueprints and fled. Tessa has yet to find her apprentice or the missing blueprints or the gun that they created.Ace is the trusty Hand Cannon of Conrad, and was built specifically for killing Strahd's Shadow by Tessa Edison. After the weapons goal was completed, Tessa would help Conrad forge it into a weapon of his own. Nonlegacy Game Statistics: +1 Revolver (60/120), reload (7), misfire (7) Omen: When you grip this weapon, you become instilled with a since of great luck
Legacy Rituals
Three rituals are required to unlock all the abilities of Ace.Last Hand: Get a kill with the last bullet loaded into the cylinder of Ace.
Hat Trick: On your first turn of a battle get a kill with the first bullet loaded into the cylinder of Ace.
Lucky 7: Successfully hit 7 different creatures within a single turn.
Wielder Requirements
While Ace has has many wielders, it has grown very close to the one who completed its goal, Conrad.Ace Wielder Requirements
Proficiency Bonus +3
Personal Cost
Wielder Level | Attack Penalty | Save Penalty | Hit Point Loss | Abilities |
5th | --- | --- | --- | Magically-Smooth Grip |
6th | --- | --- | 4 | Corkscrew Rifling+ |
7th | --- | --- | 2 | +2 revolver |
8th | --- | -1 | --- | Alloy Cylinder+ |
9th | -1 | --- | --- | Luck in the Chamber |
10th | --- | --- | --- | --- |
11th | --- | --- | --- | +2 Holy Revolver |
12th | --- | --- | 2 | High-Caliber Rounds |
13th | -2 | --- | --- | Memento Mori |
14th | --- | --- | --- | --- |
15th | --- | --- | 2 | +3 Holy Revolver |
16th | --- | -2 | --- | Holding Aces |
17th | --- | --- | --- | --- |
18th | --- | --- | 2 | Paracausal Shot |
19th | --- | -3 | 2 | +4 Holy Revolver |
20th | --- | --- | 2 | Firefly |
Legacy Item Abilities
All the following are legacy item abilities of Ace.Magically-Smooth Grip: Beginning at 5th level, Ace ignores 1/2 and 3/4 cover, as well as being able to be holstered and drawn as a free action.
Corkscrew Rifling+: At 6th level, Ace's normal and long ranges increase to (80/240) and Ace's misfire score is reduced by -1.
Alloy Cylinder : At 8th level, when all the bullets of Ace have been expended and the cylinder is empty, you can reload it as a free action. In addition Ace's misfire score is reduced by -1.
High-Caliber Rounds: When you attain 12th level, all bullets loaded into Ace become High-Caliber Rounds. These rounds suffer no penalty when attacking at melee ranges. When successfully hitting an enemy with High-Caliber Rounds they flinch, loosing the ability to loose reactions until the end of their turn. In addition Ace's misfire score is reduced by -1.
Luck in the Chamber: When you reload this weapon roll a 1d6 to determine what round in the cylinder gains a considerable damage bonus (if you roll a 1 then the first bullet fired, 2 is the second, 3 is the third and so on. The final 7th bullet cannot gain this bonus). If you successfully hit with this lucky bullet, the hit is considered a critical hit for the purposes of rolling damage. This effect stacks with rolled critical hits and the effects there in. In addition Ace's misfire score is reduced by -1.
Memento Mori: At 13th level, after getting a kill with Ace, you can perform a unique action called a kill-reload by spending a bonus action to reload Ace. Doing this causes all 7 rounds in Ace to deal bonus damage as they burn a blue flame. This bonus damage is equal to 1 additional damage dice. This damage dice is radiant damage.
Holding Aces: At 16th level, when rolling for Luck in the Chamber roll an additional 1d6 (rerolling doubles) to determine what 2 bullets gain the effect of considerable bonus damage. In addition, the 7th and last round in Ace gains the considerable damage bonus for a total of 3 bullets with this effect.
Paracausal Shot: At 18th level, final blows (kills) and precision hits (critical hits and sharpshooter hits) with Ace grant stacks of Paracausal Charge. Final blows grant +4 stacks, precision hits grant +2. The final round in the magazine deals bonus damage based on the number of stacks (Eg. if you have 4 stacks you have a +4 to the damage roll of the last bullet chambered in Ace's cylinder). Holstering Ace removes the bonus and all gained stacks.
Firefly: Precision kills (critical hit kills and sharpshooter kills) with this weapon's Memento Mori bullet effect cause the target to explode in a blue flame, dealing 3d10 fire damage in a 15-feet radius around the now deceased target. Getting a kill with the explosion does not gran the Memento Mori effect. If a creature dies to this effect, then they too explode, making it possible to chain this ability.
Manufacturing process
It is unknown how Tessa H. Eddison creates these so called 'paracausal' weapons.
Item type
Weapon, Ranged
Creation Date
4111 M.E.
Current Holder
Subtype / Model
Related Technologies
Rarity
Legendary (requires attunement)
Weight
6 lbs
Base Price
Unique
Comments
Author's Notes
This one-shot item is heavily inspired from multiple weapons in the Destiny universe created by Bungie. The item uses the Weapon of Legacy rules from 2e D&D, a ruleset very easily updatable to 5e to create unique but powerful weapons that grow with players as they level. The item is clearly over powered and is not recommended for any real serious play outside of DOOM-combat-esque situations, where blood and gore is the fun, and explosions the story telling.