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# The Cacophony ##### *Weapon (Revolver), Legendary (requires attunement)*
*A firearm rarely spoken of and, even rarer still* seen, *the Cacophony prefers to do lethal damage than leaving anyone alive to speak its name or tell its tales. Created by and welded by a bounty hunter known only as Sal, the myth is that the Cacophony helped her paint the desert sands red with the blood of her enemies until it turned on her, and she became just another patch of red dirt.* *The grip is carved from ivory, and its barrel is designed to look like a smiling (or perhaps snarling) dragon head. In the eyes of the dragon are two small rubies that glow when the gun is fired.* The Cacophony *is a magic, sentient revolver that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20.* ___ ## Item Details *__List of Names.__* Made to enact violence and vengeance, the Cacophony requires a list of enemies you desire to destroy. If you do not give it a specific list of names within a day of attuning to it, you must make a DC 17 Wisdom saving throw or the Cacophony will choose people from your past to add to the list. Placing a person on that list of names acts like the *Hunter's Mark* spell. Until you kill that person, you deal an extra 2d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception or Survival) check you make to find it. You also ignore disadvantage caused by *Invisibility* or *Blindness* when firing upon the target. *__Blood Hunger.__* If you enter combat, the Cacophony will begin to heat up until drawn, dealing 1d6 fire damage and 1d4 physic damage per round until fired. *__Devour Soul.__* Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, not including constructs or the undead. A creature whose soul has been devoured by the Cacophony can be restored to life only by a wish spell. If you kill every target on your list of names while attuned to the Cacophony, your soul is consumed by the weapon as well. *__Special Bullets.__* The Cacophony will take normal ammunition, but the wielder can also choose to imbue some shots with special powers. To do so, the player must declare before they attempt to fire and can only be triggered once per turn. The Cacophony regenerates 1d6 special ammunition after each reload. * __Hoarfrost__ - The bullet does an additional 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. If the bullet misses the target, a ten foot radius becomes icy, difficult terrain. If the bullet is purposefully shot at the ground, a 25 ft radius of icy difficult terrain spreads from where aimed. * __Hellfire__ - The bullet begins to burn until it hits its target, where it explodes into a *Fireball* (DC 15 Dexterity save). If the target is a creature, the target automatically fails their Dexterity save. The fire will ignite anything not being carried or worn. A missed shot with fizzle and do nothing. * __Sunflare__ - The bullet leaves the barrel with a blinding white light. The target takes an additional 2d8 fire damage, and each creature within 15 feet of the target must succeed on a Constitution saving throw or become blinded for a minute. Creatures sensitive to sunlight have disadvantage on the saving throw. * __Shockgrasp__ - The bullet gathers electrical energy from the air, and the target takes 2d8 lightning damage or 4d8 if they are wearing metal armor, and the target cannot take reactions until the end of its next turn. Any creature within 5 feet of the target must make a DC 15 Dexterity save or also take 2d8 lightning damage. * __Discordance__- The bullet pulls on the innate chaos of the universe, and hits its target with a *Confusion* spell (DC 17 Wisdom save). If the target is a creature, the target automatically fails their Wisdom save. Each creature in a 10-foot-radius sphere centered on the target must succeed on a Wisdom saving throw or be confused. *__Spirit of the Cacophony.__* While the weapon is on your person, you can add a d10 to initiative rolls at the start of every combat and you have advantage on saves against being Charmed or Frightened. *__Sentience.__* The Cacophony is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 19, and a Charisma of 13. It has hearing and truesight out to a range of 120 feet. The weapon can read and understand Common, Infernal and Primordial, but it cannot speak. While you are attuned to it, the Cacophony also understands every language you know and can read your thoughts. *__Personality__* The Cacophony is a cantankerous weapon that wishes to commit violence, though often parading underneath the guise of justice or vengeance. The weapon was born when a sorcerer gave up their magic for a weapon that would let them destroy their enemies. The Cacophony does not like magic users and will resist attuning to wizards, clerics, bards, warlocks, and/or sorcerers. It enjoys pushing its wielder to do evil acts, corrupting them, and therefore likes to attune to Good alignment characters. If the Cacophony goes three days or more without combat, a conflict between it and its wielder occurs at the next sunset. If its wielder chooses to not fire upon an enemy on the List of Names, a conflict will occur at the next sunset, unless the enemy is dead before then. Conflict will also arise if the wielder goes too long without pursuing a name from the List.