Weapon
Rare
Light, organic (10 shots)
D&D Firearm Rules
Weapon Properties
BIOWEAPONS
One feature of all bioweapons is their regenerative ammo.
Incapable of being reloaded, ammo is regenerated during combat or a short or long rest (the weapons either siphon energy from its user or ingest surrounding resources).
If you run out of ammunition during combat, you must finish a short or long rest before being able to use the weapon again.
To find one will either be incredibly unusual in a traditional setting or ordinary in an unusual setting. A biological weapon is not a creature possessing a natural deterrent a user is taking advantage of but rather a genetically designed organic machine whose only purpose is to act as a weapon.
Taking the “meta” route, any melee weapon can be renamed a “bone-blade,” and a traditional weapon can be repurposed to fire teeth or “bioplasma.” The weapons offered here are those that do not fall under any other description—ones that could not be rebranded from more traditional sources. All bioweapons have the organic property.
Necrotizer
Instead of firing bolts or spewing acid, the necrotizer sends out a paper-thin tendril that connects the target to the weapon. The target can spend an action to sever the connection easily, but upon impact, and as a bonus action on your next and every following turn until severed, you recover 1d4 points of damage.
If a tendril is still connected, you can use an action to inflict damage as if you hit without making an attack roll. There is no limit on the number of tendrils you can have active at a time.
Type |
Damage |
Damage |
Range |
Simple Ranged |
1d8 |
Necrotic |
20/60ft |
Cost: N$ 10.000
Weight: 3lb.