Dungeons & Destiny: Firristein's Crypt of Stitched Together Exotics

by Firri

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Firristein's Crypt of Stitched Together Exotics

Table of Contents

The Intervention p.2

The Sixth Ace p.3

The Argument p.4

Harbinger's Last Breathe p.5

Sturm Und Drang Der Neuen Ära p.6

Grey Rose p.7

Conglomerate p.8

New Hope p.9

The Conversation p.10

Ragnarok p.11

Preface

To give some context on something you'll be seeing frequently in the upcoming pages is the word I used in place of the grading called "Epic." Epic is the term used for post-20th level play, but in this case, it's that a lot of these weapons are only for 20th level characters, not lower. Post-20th level character progression in official 5E is a homebrew product despite there being official 20th level progression as described in the book for the DM in the form of divine boons. Currently, Dungeons & Destiny does not and will likely not have official post-20th level progression in the form of levels. But as said in the Architect's Guide, there are times when it can be fun to give lower level characters higher tier loot, but don't forget that I didn't design it to be lower-tier friendly so if you end up giving them any of these exotics, they'll likely still to this weapon for the rest of the campaing, so I do recommend to withhold these weapons except for cases of them reaching 20th level, or handing them these weapons as a sort of "Signature Weapon" in their arsenal, or as a McGuffin to fight the BBEG.

Now, as the title implies, this is a document about exotics being haphazardly mixed to create more powerful exotics and I hope you have fun with this even if you may never implement it in your games due to the sheer shenanigan-energy these exotics emit.

The Intervention

Legendary Epic weapon (hand cannon), requires attunement by a Risen class; 2d10 kinetic + 1d10 darkness
No one knew how the fight went between the Man with the Golden Gun, and the Wielder of Thorn. Maybe because there wasn't a fight. One man was just faster.

A large weighty dark bronze gun wreathed in rose stems that coalesce at the barrel tip in the shape of a closed rose. It feels as if the hive corruption is attempting to devour the light within this gun, but it manages to remain just out of its reach.

Perk Description
Life Sap (13) If you reduce a Risen creature to 0 hit points with damage caused by this weapon, that creature must immediately begin making RTL saving throws. The creature makes RTL saving throws until they accumulate three successes or three failures. The DC of these RTL saving throws is indicated in parenthesis
Wraith Fire This weapon has a bonus +1 to hit when you take a shot with it while you are not Aiming. You can also take a shot with this weapon as a bonus action while not Aiming. On a successful shot, you gain a charge of Wraith Fire up to a maximum of three. For every charge of Wraith Fire, this weapon gains a +1 to hit and its critical range increases by 1.
Ghost of the Past When a creature is hit with a shot from this weapon while you have at least 1 Wraith Fire charge, they must succeed on a DC 12+Total Wraith Fire Charges Wisdom saving throw. On a failed save, the creature takes 3d8 darkness damage for every charge of Wraith Fire. The creature is unaffected on a successful save. If the creature succeeds on the saving throw while you have at least 2 Wraith Fire charges, you can expend a charge of Wraith Fire to force them to fail instead.

Concept

Of the first of the series of the "Frankensteined" exotics, we have The Intervention. This weapon, as implied by the flavor text, is the love child of The Last Word and Thorn. It was originally going to be called "The Conversation" named after the exotic quest for The Last Word, but then this name came to mind and I felt it fit better as it appears that the opposing natures of the gun are intervening with each other. Plus, anyone you're going to hit with this beast of a weapon is going to get one hell of a wakeup call, so "Intervention" suits it better.

The Sixth Ace

Legendary Epic weapon (hand cannon), requires attunement by a Risen class; 3d10 kinetic
Legends burn out and never fade, but some legends continue to grow, even from beyond the grave.

This hand cannon's frame and cylinder is gold plated with golden lines at each side. Located just after the cylinder is an iconic golden spade lit ablaze.

Perk Description
Space Cowboy Aiming with this weapon costs 10 less feet of movement. While not Aiming, gain +3 to hit with weapon and you can take a bonus action to take a shot with this weapon. While Aiming, increase this weapon's damage die size by 1 and its critical range by 3.
Flaming Firefly Once per turn, when you kill a creature with a shot from this weapon while Aiming, they explode. All creatures within 5 feet of the creature takes 2d6 solar damage.
Per Audacia Ad Astra When you kill a creature with a shot from this weapon and then reload, it imparts a different effect depending if you were Aiming or not. While not Aiming, increase this weapon's critical hit range by 1 until you roll a critical hit with it. While Aiming, the first 6 shots in this weapon's magazine has an additional damage die. When one of these six shots invoke Flaming Firefly, the perk's solar explosion also gains an additional damage die.

Concept

One of the ingredient exotics is once again The Last Word, but this time, the second hand cannon is Ace of Spades as you can see. This one is inspired by the scenes where Cayde fans the hammer of the Ace of Spades, something not done in the actual game. Coincidentally, this scene also inspired the entire idea behind this homebrew document. Something interesting to note is that you can't actually fan the Ace of Spade's hammer for a good reason, that being you don't need to. It's proven in the game that the Ace of Spades is a double-action, therefore, the mechanisms related to pulling back the hammer were done just from pulling the trigger. So because of this, the Ace of Spades would have to be modified in order to allow for manual pulling of the hammer, much like The Last Word, which coincidentally is a single-action so it requires manually pulling the hammer in order to fire again, allowing for fanning. The Sixth Ace is very much the idea of a single-action Ace of Spades, allowing for maximum yeehawing, if you will.

The Argument

Legendary Epic weapon (hand cannon), requires attunement by a Risen class; 3d8 kinetic
Properties: shot capacity (6)
There are many things best left unsaid, which also means, you need not to always have the last laugh.

A heavy silver hand cannon with an ergonomic wooden grip. It has the words 'TEX MECHANICA' engraved on the barrel side, while in a subscript just below engraving reads 'PROTOTYPE'.

Perk Description
Neo-Era Sheriff You gain a +3 to hit and damage with this weapon. Aiming with this weapon costs 10ft less movement.
When The Bell Tolls If you take a shot with this weapon after drawing it in the same turn, its damage die size increases by 1 and its critical range increases by 3.
The Argument While this weapon is holstered, you can make Attacks of Opportunities with this weapon as a response to any action or movement a hostile creature makes. You must not have anything in your hands or be concentrating on something in order to do this. In addition, so long as this weapon's magazine is not empty, you can keep making Attacks of Opportunity with this weapon.

Concept

This concept is a marriage between The First Curse and The Last Word. This one I initially came up with when I realized that 'Curse' in The Last Curse may imply cuss or swearing since there's also The Last Word on top of the fact that lore can also reflect how the community feels, so much like how the community feels that The First Curse wasn't an impressive hand cannon especially when its sister guns like The Last Word, Huckleberry, and Dead Man's Tale are far more popular, The First Curse might be seen as a shoddy gun at best. The Last Word could be seen as what The First Curse could have been, especially when you consider that their perks are mirrored with The Last Word being a hip fire-focused gun while The First Curse is an ADS-focused gun.

Harbinger's Last Breathe

Legendary Epic weapon (heavy maul), requires attunement by a Risen class; 2d6 bludgeoning + 2d6 void
Between Light and Dark, their common ground is that they gain power from death. As the Darkness feeds on it, the Light transmutes death into something new.

An ivory maul with golden accents. Its texture is like smooth bark. Despite being a barbaric weapon, it sports an elegant design. The core of the maul's head is a violet orb of potential matter and energy.

Perk Description
Devastator After killing a hostile creature with this weapon, gain +10 feet to your movement speed and an additional bludgeoning and void damage die until the end of your next turn.
Mark of Ruin When you land a hit on a hostile creature with this weapon, you inflict a Mark of Ruin on them. If you land a hit on a creature with the Mark of Ruin, it creates a void explosion in a 5ft radius that deals this weapon's void damage. Any hostile creature within the explosion radius must make a Dexterity saving throw against your Light ability DC and take half damage on a successful save. The creature targeted by the attack will automatically fail the saving throw. At the end of the creature's turn, they can attempt a Charisma saving throw against your Light ability DC to remove the mark.
End of Dynasties Creatures that die while they have the Mark of Ruin will transmute into an orb of potential matter and energy, and become absorbed into this weapon's core, gaining a charge. This will also allow you to make a shield recharge roll that applies to your health first then your shield. You can expend the charge to give this weapon an additional void damage die, increase the void explosion radius from Mark of Ruin by 5 feet and on a successful hit, you will knock the hostile creature prone.

Concept

To timestamp this document, this exotic was conjured up around the time of the Season of the Chosen. As of now, there has been some discussions about whether there has been somethings alluding to perhaps a heavy exotic hammer becoming a reality and since I didn't know what shape Harbinger's Last Breathe would take, I eventually came to the realization that it didn't need to be a gun, so the merging of Telesto and Ruinous Effigy resulted in this powerhouse of a maul, with slight inspiration from Titan's Code of the Devastator.

Sturm Und Drang Der Neuen Ära

Legendary Superior weapon (submachine gun), requires attunement by a Risen class
"There were some schematics for a pair of twin pistols. Antique stuff, stuff from way way before the Golden Age. It seemed almost like a celebration of those times. I decided to repurpose them for this new piece."

This gun is reminiscent of the MP-18 with the difference of a box cartridge magazine and a golden barrel. It has a commemorative golden medal inlaid into the wooden grip.

Perk Description
Alliance When you attune to this weapon, choose another weapon to become this weapon's Partner. When you kill a hostile creature with the Partner, the shots in this weapon's magazine will become Heavy. Landing a Heavy shot will be treated as a Critical Hit. If you kill a hostile creature with this weapon, the Partner will be loaded with a Seeker round (up to a maximum of three) that will be guaranteed to hit unless there is something preventing the shot such as an obstruction.
Oiled Holsters Drawing and stowing this weapon and its Partner are free actions that can be repeated as many times as you want so long as the next weapon you're drawing is this weapon or its Partner.
Brotherhood If the Partner weapon is either Sturm or Drang, they gain a new perk depending on which one is the Partner. While Drang is the Partner, this weapon loses its Agile property and gains the Light property instead.
  • Drang: Overdrive. The Seeker round, as described in the Alliance perk, is improved. It is now a guaranteed Critical Hit. In addition, when you take an off-hand shot with this weapon, you can take up to three shots.
  • Sturm: Revolution. This weapon now gains the benefits of its Accomplice perk as if it was attuned to Drang. In addition, this weapon can now ignore damage point values and damage soak.

Concept

It's embarrassing to know that this wasn't first exotic that I thought of when I decided to create this merged exotics. Sturm und Drang have always been a pair both in origin and as guns. In the D&Destiny incarnation, they appear as dual-wielded guns unlike the Destiny game incarnation. This allows a flexibility and fluidity that actually makes sense from a roleplay perspective that wasn't possible in the Destiny FPS due to the way it was designed. While it worked very well in the FPS, compared to how it appears in D&Destiny, it now appears clunky and awkward. In this marriage, I wanted to keep the concept of dual-wielding as the main focus while also giving a reason for the gun to be very attractive to use in Tier 3 play while remaining viable in Tier 4 play.

Grey Rose

Legendary Epic weapon (hand cannon), requires attunement by a Risen class, 1d10 kinetic + 1d10 darkness
"We roar no longer, for we sing and feast."

This heavy hand cannon has a dark frame with silver barrel, cylinder, and pommel. The frame is engraved with silver rose stems that coalesce at the tip with a blooming rose.

Perk Description
Blessing of Ivory When you take a shot, targeting an allied creature, you do not make an attack roll or deal damage, instead, it heals the target for 2d10 + 10 hit points and any excess is turned into shield points.
Curse of Ebony Creatures hit from a shot from this weapon must make a DC 17 Constitution saving throw. On a failure, the creature is Weakened and any damaged rolled against them has an additional damage die for 1 minute. They can reattempt the saving throw at the end of their turns.
Hope & Despair When you kill a hostile creature with a shot from this weapon, you gain a charge of Hope & Despair up to a maximum of three. When you take a shot with this weapon, you can expend a charge to add an additional effect to Blessing of Ivory or Curse of Ebony. Blessing of Ivory: You and your ally become Empowered (Stage 4) [1d10] and gain an additional healing die. Curse of Ebony: The target takes an additional 2d10 darkness damage and if they fail the Constitution saving throw, they take 1d10 darkness damage at the end of the their turns for 1 minute. They can reattempt the saving throw at the end of their turns.

Concept

Another communion between two guys that are reflections of each other, Lumina and Thorn. If Thorn and The Last Word are seen as the Yin and Yang respectively, then Lumina and Thorn can be seen as White and Black. Grey Rose, as the name implies, is the inbetween of these weapons, both harm and healing. It's greatest strength is in the symmetry of its spirits of all things that carry both goodness and evilness. A Guardian of Symmetry is an immensely powerful Guardian. Similarly, a Weapon of Symmetry is an immensely powerful weapon.

Conglomerate

Legendary Epic weapon (auto rifle), requires attunement by a Risen class, 1d6 kinetic
Properties: shot capacity (100)
"They say if you work a job you love, you'll never work a day in your life. If that's the case, we never worked a day in our life protecting the city."

An auto rifle with more resemblance to a minigun than an auto rifle. It bears three separate minigun barrels. Its magazine drum is about as large as your waist.

Perk Description
Mobile Bastion Turret If you run out of shots with this weapon, you must spend an action to reload it. Reloading it does not refill the shot capacity to full, it will only refill it by 50 shots. If you spend the last two rounds not moving more than half your movement, on the start of your turn, this weapon will automatically reload itself using magazines in your inventory if it's less than 50 shots.
Job Hunting Season When take a shot with this weapon, choose as many creatures as you have shots in this weapon's magazine within a 15ft cone. You only need to make a single attack roll for all targets. You make a separate damage roll for each target hit. Attacking this way consumes as many shots as you targeted. You can take 5 shots on a single target if it's a Major or Ultra.
CEO of Buttwhooping Every shot you take with this weapon, add an additional damage die to this weapon. When you kill a hostile creature with a shot from this weapon, add an additional damage die to this weapon and refund 2 shots to this weapon's magazine. The additional damage die effect resets when you're no longer holding this weapon, you reload, or you do not take shot with this weapon on your turn.

Concept

I'm not ashamed to say that I main Titan. What I am ashamed to say is that I never tried Sweet Business with Actium War Rig. But what I'm also not ashamed to say is that the incarnation of Actium War Rig in D&Destiny is severely underwhelming compared to the FPS incarnation as it doesn't synergizes with Sweet Business. A lot of crayon-eaters can attest to the fact that Actium War Rig was practically made to synergize with Sweet Business. So, in memory of all the skull-deformed Titans who want to "shoot forever," I come to you with the fusion of Sweet Business and Cerberus+1. A proverbial and possibly literal army killer. You can shoot as much as you want, shoot as many as you want, shoot for as long as there are enemies to shoot at. Shoot.

New Hope

Legendary Epic weapon (auto rifle), requires attunement by a Risen class, 3d6 kinetic
There are none more powerful than the New Lights, Guardians fresh from the grave. With them, they bring endless possibilities and the naivety to face all, no matter how daunting the challenge, and forge their own fates.

A blue frame auto rifle that bears the Guardian's crest, illustrating the three disciplines. In between the edges where the parts meet, a bottomless light softly glows.

Perk Description
Traveler's Starlight When you kill a hostile creature with this weapon, gain a stack of Traveler's Starlight. You can have a maximum of 20 stacks. These stacks remain so long as you're attuned to this weapon. You can spend stacks to restore a charge of Light ability. 1 for melee, 2 for superclass ability, 3 for a grenade, and 10 for a super charge. If you have 20 stacks, you can choose to spend it all to overcharge all your Light abilities for three rounds. While your abilities are overcharged, you count as constantly having Light ability charges and they will always inflict maximum damage regardless of the ability's saving throws so long as it inflicts damage. While abilities with concentration are overcharged, you cannot lose concentration on it and the duration doesn't begin ticking down until the overcharge has resolved. At the end of the third round, you will lose all charges of your Light abilities regardless if you had any charges before they were overcharged.
Weapon of All Shapes Once per turn, as a free action, you can change this weapon's type to either be an Auto Rifle, Pulse Rifle, Scout Rifle, Sniper Rifle, Fusion Rifle, or Trace Rifle with all the traits and determining proficiency with it.
Forger of Fates When you kill a hostile creature with a Light ability, you gain 1 charge of Forger of Fates to a maximum of 3. Once per turn, as a free action, you can give this weapon a 4th perk of your choice from the perk tables that are available to the weapon types described in Weapon of All Shapes. This depends on what this weapon's current weapon type is. If you a choose a perk from a table that isn't available on the table of this weapon's current weapon type, this weapon cannot adopt it until it changes to that weapon type. If you choose a new perk, it will replace the old chosen perk. If you change this weapon's weapon type and it contains a 4th perk that isn't available on the new weapon type's table, it will lose that perk.

Concept

This utter monstrosity of complex mechanics is the consummation between Khvostov 7G-0X and Traveler's Chosen. You can think of this as one of the great examples of what Light can achieve, especially with starting weapons that have been turned into exotics. It's main attraction is the Traveler's Starlight perk but I definitely think that its ability to essentially be whatever rifle weapon you want it to be its biggest selling point since it makes it so that no two New Hopes are the same, even though this weapon is Legendary, meaning its the only one of its existence but I digress. This is very much a "Signature Weapon" kind of exotic, something a legendary figure would have used once. It helps that it's also utterly BS.

The Conversation

Legendary Epic weapon (scout rifle), requires attunement by a Risen class, 2d8 kinetic
Vengeance for the lost of a Light is the burning of a thousand Dark, and the devouring of one Light.

A pristine high-quality golden revolver rifle. It bears the the legend TEX MECHANICA on the side with a subscript written below it reading MAGNUM OPUS. The iron sight takes the shape of the golden bull horns of the forge's logo.

Perk Description
Skull Collector If you land a shot while Aiming, you gain a charge of Skull Collector up to a maximum of 5. Killing a hostile creature with a shot while Aiming with this weapon refunds 2 shots to this weapon's magazine.
Free Fire This weapon has a +3 bonus to hit while not Aiming. You can take a shot with this weapon as a bonus action while not Aiming. For every stack of Skull Collector, take an additional shot while not Aiming.
The Conversation You can spend a charge of Skull Collector to increase this weapon's critical range by 2. Every time you land a critical shot, refund a charge of Skull Collector. You don't count as spending a Skull Collector's charge until you resolve the Attack, which means you can still take additional shots as described in Free Fire until the Attack is resolved.

Concept

I promise this is the last of The Last Word mixes, because this is genuinely my last idea when it comes to it. By the time this document was created Dead Man's Tale has yet to be made public by the D&Destiny team so I created my own interpretation of the Dead Man's Tale exotic as a separate document. People would consider Dead Man's Tale as just a long range Last Word, and they're not wrong. Functionally they're similar, but they do require a different set of skills. Dead Man's Tale requires more accuracy and prediction skills when it comes to the bullet magnetism to be used to its full effectiveness. The Last Word relies more on overall gunplay skills, speed, reflex, movement, positioning, and of course, good habits. Just by naming all the necessary skills, it appears Last Word is more demanding and requires more skill, but that's untrue. While correct, Last Word requires a more breadth of skills, it has a lower skill floor when it comes to all those skills. Dead Man's Tale has a higher skill floor by comparison, and the moment you take it to hipfire, suddenly all those skills required by Last Word are now required by Dead Man's Tale on top of accuracy and prediction, especially when it concerns short-to-mid range fights.

Ragnarok

Legendary Epic weapon (rocket launcher), requires attunement by a Risen class, 2d10 explosive solar + 2d10 explosive void
When united, six Guardians can kill gods. In your hands, you hold the power of thousands of Guardians. Go, and end worlds.

It's unknown if this came from Crux/Lomar's foundry, but it bears their pattern of work as it carries a majestic white and gold coloring. Although, the winged beast motif was instead replaced with eye of a Ghost within the jaws of a Lion, wearing it as if like a trophy.

Perk Description
Fenrir's Hunt When you take a shot with this weapon while Aiming, you can choose one target for the round to track. The creature becomes the impact point of the round, and it has disadvantage on the saving throw while ignoring any advantages it would get for a dexterity saving throw. If the creature uses a reaction that results in it moving, so long as the creature is within 30ft of where it moved from, it cannot escape the tracking. If the creature ends its reaction behind cover, the round will ignore the cover so long as there is some way to reach the target from within 30ft of it. These rounds can travel through any opening big enough for a Small object, it will even realign so as every round passes through the opening without a single round lost. The effect of this tracking remains so long as the target is at least within the extended range of this weapon.
Gungnir All ranges of this weapon increases by 30. Taking Aim with this weapon costs 10 less feet of movement. Its payload DC increases by 4 and its damage dice sizes increases by 1.
Worldender Warheads When a shot from this weapon is taken, it unleashes half a trio of Worldender Seekers centered on the space of detonation. First resolve this weapon's payload damage. Then choose up to 3 creatures for the Worldender Seekers to target. You can choose multiple creatures, or the same creature multiple times. Each seeker deals an additional 2d10 explosive solar + 2d10 explosive void damage. If a hostile creature is killed by the seekers, it will explode in a massive detonation of solar and void in a 15ft radius. All creatures within the radius must make a dexterity saving throw, and take half damage on a success. Otherwise, they will take 2d10 explosive solar + 2d10 explosive void damage for every seeker that targeted that creature.

Concept

This is the last of my stitched exotics for now, so I decided to bring something nuclear to the table, or at least equivalent to the death of a star. Ragnarok is a mixture of both Gjallarhorn's power and Truth's tracking, creating something you can't escape from. As the names implies, this is meant to be the most damaging AOE weapon on this list, bearing the name of the battle of the gods and the rounds to end worlds. Of course, it's all hyperbole, but it conveys the idea of how utterly unfair and devastating this weapon is.

 

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