Supremacy
Fusil of Retaliation
This rifle started its life as a Tutelary Sentinel weapon, though they would likely not recognize it now with the extensive modifications done to it.
First Wielder:
Qiana Sorrowsworn, Shadar-Kai Samurai Fighter
Initial Item
Sentinel Rifle
Damage — 1d12 Piercing
Range — 40/120
Weapon DC — 8 + Proficiency Bonus + Dexterity Bonus
Firearm, Martial, Two-Handed, Ranged, Ammunition
Tier 1 Mundane
Enhanced Sights — You have upgraded the sights on the rifle. Your short and long range are both doubled with this weapon.
Ammo Smithing — You’ve learned to craft your own bullets efficiently. With one hour’s work you can craft 10 basic bullets provided you have access to suitable scrap materials.
Canister Bombs — You have learned to craft crude explosives that will detonate on impact. With ten minute’s work and 50 gold worth of materials you can craft one of the following types of bombs.
Poison — On impact releases gas in a 10-foot radius sphere. Each creature in the sphere must make a Constitution saving throw against your Weapon DC. On a failure the creature takes 3d8 Poison Damage and is Poisoned. On a success a creature takes half damage and is not Poisoned. A Poisoned creature can repeat the save at the end of each of its turns.
Blaze — On impact creates a 5-foot cube of fire that persists for 5 rounds. Any creature that enters the flames for the first time on a turn or starts its turn there takes 2d4 fire damage.
Shrapnel — On impact releases a concussive wave filled with flying debris. Each creature within a 10-foot radius of the point of impact must make a Dexterity saving throw against your Weapon DC. On a failure the creature takes 3d6 Piercing Damage and any movement speed it has is halved until the end of its next turn. On a success a creature takes half damage and no other effect.
You have a bandolier which can hold 5 canister bombs. You can draw and throw a bomb in place of any attack you make. Thrown canister bombs have a range of 15 feet. Storing canister bombs anywhere other than your bandolier can be extremely hazardous.
Tier 1 Magical
Lethality — You gain a +1 Bonus to Attack and Damage rolls made with this weapon.
Arcane Ammo Smithing — By using 25 gold worth of materials, you can craft one of the following types of ammunition instead of basic ammunition:
Deadly — You gain a +1 Bonus to Attack and Damage rolls.
Elemental Payload — Choose Fire, Cold, Lightning, Acid, or Poison, each piece of ammunition deals an additional 1d4 damage of the chosen element.
Targeting Guidance — As a Bonus Action you can activate Targeting Guidance for one hour, causing your attacks to deal an additional 1d6 damage. You can use this ability a number of times equal to half your Proficiency Bonus rounded up. You regain all uses at the end of a long rest.
Tier 2 Mundane
Canister Launcher — Instead of throwing a canister, you can load it in to the launcher and fire it. Launched canisters have a range of 40 feet.
Improved Canister Bombs — You have learned to craft more potent versions of your canister bombs using 100 gold worth of materials:
Mephitic Poison — On impact releases concentrated gas in a 10-foot radius sphere. Each creature in the sphere must make a Constitution saving throw against your Weapon DC. On a failure the creature takes 5d8 Poison Damage and is Poisoned. On a success a creature takes half damage and is not Poisoned. A Poisoned creature can spend an action to attempt to shake off the poison by repeating the saving throw.
Conflagration — On impact creates a 10-foot cube of roaring fire that persists for 5 rounds. Any creature that enters the flames for the first time on a turn or starts its turn there takes 2d8 fire damage.
Fragmentation — On impact releases a concussive wave filled with flying debris. Each creature within a 15-foot radius of the point of impact must make a Dexterity saving throw against your Weapon DC. On a failure the creature takes 6d6 Piercing Damage and any movement speed it has is halved until the end of its next turn. On a success a creature takes half damage and no other effect.
Tier 2 Magical
Improved Lethality — The bonus from Lethality increases to +2.
Expert Arcane Ammo Smith — With 75 gold worth of materials, you can craft one of the following types of ammunition instead of basic ammunition:
Devastating — You gain a +2 bonus to Attack and Damage rolls.
Elementally Infused — Choose Fire, Cold, Lightning, Acid, or Poison, each piece of ammunition deals an additional 1d8 damage of the chosen element.
Pummeling — This ammunition deals Bludgeoning damage instead of Piercing. A creature hit with this ammunition must make Strength Saving Throw against your Weapon DC or fall prone. Concentration checks made as a result of damage from this ammunition are made at disadvantage.
Tier 3 Mundane
Master Ammo Smith — You have become even more efficient at crafting your own ammunition. You can now craft 20 pieces of ammunition with the time and resources it would normally take to craft 10.
Enhanced Rifling — Upgrades to the barrel of the weapon allow for more accurate shots that penetrate deeper. The base damage of the weapon increases to 2d12 Piercing.
Efficient Launching — Launched Canisters now have a range of 60 feet.
Deadly Cannisters — You have devised even deadlier cannister bombs using 500 gold worth of materials:
Virulent Poison — On impact releases concentrated gas in a 15-foot radius sphere. Each creature in the sphere must make a Constitution saving throw against your Weapon DC with Disadvantage. On a failure the creature takes 8d8 Poison Damage and is Poisoned. On a success a creature takes half damage and is not Poisoned. A Poisoned creature can spend an action to attempt to shake off the poison by repeating the saving throw with Disadvantage.
Inferno — On impact creates a 15-foot cube of raging fire that persists for 5 rounds. Any creature that enters the flames for the first time on a turn or starts its turn there takes 3d12 fire damage.
Fulminating — On impact releases a concussive wave filled with flying debris. Each creature within a 20-foot radius of the point of impact must make a Dexterity saving throw against your Weapon DC. On a failure the creature takes 6d6 Piercing Damage and 4d6 Thunder Damage and any movement speed it has is halved until the end of its next turn. On a success a creature takes half damage and no other effect.
Tier 3 Magical
Greater Lethality — You gain a +3 bonus to Attack and Damage rolls made with this weapon.
Master Arcane Ammo Smith — You have learned to craft the following types of ammunition using 250 gold worth of materials.
Cataclysmic — Gain a +3 Bonus to Attack and Damage rolls
Blunderbuss — This ammunition taps in to the use of an extradimensional space to deliver a larger payload than should be possible. When you fire a piece of Blunderbuss ammunition, your weapon discharges a 20-foot Cone of Shrapnel instead of a single projectile. Make a ranged attack roll with your weapon at each target in the cone, dealing 4d12 damage on a successful hit.