The Griffon's Saddlebag - Parting Shot
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Weapon (musket or pistol), uncommon
This firearm bears the weathered marks of several previous owners and even more battles. When you make a ranged attack using the weapon, you can choose to use one of the following options. Once an option has been used, that option can't be used again until the next dawn.
Jumping Shot. You are pushed up to 10 feet away from the target, without provoking opportunity attacks. When pushed in this way, you can choose to simultaneously launch up to 10 feet upward.
Pushing Shot. When you hit a Large or smaller target with a ranged attack using this weapon, that target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from you and knocked prone.
When outnumbered and out of options, the gunman's law is simple: keep trouble more than an arm's length, by whatever means necessary.
Weapon (musket or pistol), uncommon
This firearm bears the weathered marks of several previous owners and even more battles. When you make a ranged attack using the weapon, you can choose to use one of the following options. Once an option has been used, that option can't be used again until the next dawn.
Jumping Shot. You are pushed up to 10 feet away from the target, without provoking opportunity attacks. When pushed in this way, you can choose to simultaneously launch up to 10 feet upward.
Pushing Shot. When you hit a Large or smaller target with a ranged attack using this weapon, that target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from you and knocked prone.
When outnumbered and out of options, the gunman's law is simple: keep trouble more than an arm's length, by whatever means necessary.
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