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Great Nock Gun

Wondrous Item, Uncommon (cost 499 gp)
Crafting Components

A gun used to fight off a group of at least seven foes.

This seven-barreled, thirteen-pound, magic carbine is of such hyper-specialized construction that it cannot actually be used as a regular firearm, particularly given its single trigger. Arctech enhancements vastly improve the great Nock gun’s range, spread, penetration, and reliability, and only slightly mitigate the deleterious effects of its recoil.

As an action, you can use two hands to aim and fire the great Nock gun. Choose a point you can see within 150 feet, and more than 20 feet away from yourself. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw. On a failure, a creature takes 8d6 piercing damage. On a success, a creature takes half as much damage.

After taking this action, you take 2d6 bludgeoning damage and fall prone unless you succeed a DC 15 Strength saving throw, and you are deafened and stunned until the end of your next turn unless you succeed a DC 15 Constitution saving throw.

You cannot use the great Nock gun again until you spend a total of seven actions and/or bonus actions reloading its barrels; no special abilities can speed this process. Luminous glyphs conveniently notify you which barrels are in need of reloading.