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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.