"Duet"
Duet
Firearm
Legendary Beulah Garland Requires Attunement
A sentient weapon fabricated by Joshua Bridle in The Non-Canonical Demiplane, Duet is an over-under flintlock pistol possessed of the spirit of its creator, whose thirst for adventure was never adequately sated in his brief life.Mechanics and Operation
The pistol is a single action with two trigger points and an ingenious valved black powder magazine. To operate it, the magazine in the grip must be filled with black powder (meaning that when loaded the pistol is itself an explosive and should not be allowed to fall into open flame). The chamber can be accessed by pushing forward a spring-loaded lever. The operator then drops in two lead balls and seals the chamber, locking the balls in place. A quick shake of the pistol drives powder up past a one-way valve, ensuring the proper amount of powder for each charge. The operator then has the option of pulling back the large hammer to prime both barrels, or either inset hammer to prime either the top or bottom. Pulling the trigger causes all cocked hammers to move forward, strike flint on steel, ignite the powder and discharge the pistol. The process is then repeated until the magazine is empty and requires refilling. The grip holds enough powder for three full loads (six shots, three from each barrel). Because of its unique rapid-loading feature, both barrels are filled with powder at every load. It is therefore not possible to just load one barrel or the other. If the operator only puts a bullet in the top barrel, for example (because it is markedly more awesome at the moment), shaking the pistol will still load both barrels and that gunpowder will be wasted one way or the other. As a result, in terms of game mechanics, both barrels will always be assumed to be loaded with ball and powder unless the player specifically indicates otherwise. The top barrel is enchanted by the gem containing Joshua Bridle's shade, and as a result it deals enhanced Thunder damage, and knocks back Large or smaller enemies upon impact. It can also be used to destroy items fairly effectively. Intuitively it seems that gems locked into the other three settings would prompt similar improvements... but is it necessary that they be possessed, magical or just expensive? Reloading Duet is a delicate task that can be done safely at rest, but can be risky in the heat of combat.Sentient Weapon Features
Duet can communicate with its user only faintly through quiet emotion and the ability to glow through an inset emerald on the left side. It has hearing and Darkvision to 120' and is Chaotic Good in alignment. It has an almost self-destructive appetite for adventure and will urge its user on against reckless odds. Duet is here for adventure and will resist being concealed or stored without good reason. Gunpowder is very expensive, but the weapon does not care and will grow frustrated if it is not regularly loaded and used. The shade possessing Duet is an accomplished mage and artificer. The extent of its ability to affect the world outside its gem is unknown.Weapon Features
For all intents and purposes, Duet is a +1 Pistol with a 60/90' range, dealing 1d12+1 Thunder damage with a 10' blowback from the top barrel and 1d10+1 damage from the lower. Thunder Shot: The operator fires the top barrel, dealing 1d12+1 Thunder damage with a 10' blowback. Shot: The operator fires the bottom barrel, dealing 1d10+1 damage. Multiattack: The user of Duet uses an action to make two attacks, Thunder Shot and Shot. If the second attack targets a different creature, that attack suffers a -2 penalty to hit. Double Barrel Shot: The operator fires both barrels simultaneously at the same target. (This will rarely be preferable to a Multiattack except where a single shot is preferable, such as where Inspiration is being used or where the pistol is being fired as a reaction.) Destroy Item: Duet's top barrel can blow a hole in items with AC 15 or lower, subject to the details of the item. Reload: Loading Duet requires a bonus action. Filling the magazine and reloading requires an entire turn. When filling the magazine in combat, roll 1d20. On a critical failure, roll on the following table:1d20 Roll | Outcome |
13-20 | Chamber jammed. Use a bonus action to flush the chamber and reattempt reloading. One charge of gunpowder is wasted. |
9-12 | Powder tainted. Something in the environment dampened the powder. Use a full action to clean out the magazine and leave it empty and dry. Three charges of gunpowder are wasted. |
4-8 | Misfire. Both barrels are discharged at the nearest creature. Do not add your proficiency modifier to the attack roll. |
1-3 | The powder in the magazine catches a spark and ignites, causing an explosion. All creatures within 30' suffer 3d12+3 damage. Duet is damaged and inoperable, requiring the attention of a master artificer specializing in firearms. |
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d12+1 Thunder damage with 10' blowback / 1d10+1 Piercing damage | None | 60/90 ft. |
Cost: 1,450 gp
Weight: 2 lbs.
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