Calibrehound

**Calibrehound** is a magical glaive and rifle in the *Devils Might Surrender* continuity of Nat19. It was a Devil Arm wielded primarily by Layden Strattem, and is currently in the possession of Ardyn Doyle.

## Features

* **Demonic Ammunition**: The ammunition this weapon uses is made of demonic energy, and so it does not require actual ammunition. However, it still must still be reloaded to recharge its clip. It can fire up to five bullets before requiring an action or bonus action to reload.
* **Rifle Function**: The Calibrehound takes the form of a glaive that has a rifle built into it. It can be fired as a ranged weapon or melee weapon without an action required to switch between it, and it creates its own bullets when it does so. When fired as a ranged weapon it has the finesse, reload (4 shots and ammunition range 20/60) properties alongside its regular ones. Ranged weapon attacks made with it deal 1d10piercing damage.
* **Gaining Style Points**: If you hit a single creature with both a melee weapon attack and ranged weapon attack using Calibrehound in the same turn, you gain a style point. Maximum 1 per round.
* **Style Actions**
	+ **E Rank, Blood Hunt**: Whenever you hit a creature with Calibrehound you may spend 1 style point to leave a small mark on their skin that resembles a demonic seal. This seal remains for 1 minute. You can use a bonus action on your turn to pull Calibrehound's trigger and fire a special shot that teleports to the seals, allowing you to make a single ranged weapon attack against all creatures with a seal on them. Any creature with a seal makes a Charisma saving throw at the end of their turn, removing the seal on a success.
	+ **D Rank, Escalation Edge**: As a bonus action on your turn you can spend 2 style points to extend the blade of the Calibrehound for 1 minute using crimson demonic energy. You must concentrate on this effect as if it were a spell. While enhanced this way, if you strike a creature that is 10 feet away from you with a weapon attack using Calibrehound you can also make an additional weapon attack against any creature in a space between you and your target.
	+ **C Rank, Crimson Rally**: When you hit a creature on your turn with a melee attack using Calibrehound you can spend 3 style points to inflict a terrible burst of crimson psychic energy on them. The target must make a Constitution saving throw, taking 5d10 + necrotic damage on a failed save, or half as much on a successful one. You gain temporary hit points equal to the damage this effect does to the creature.
	+ **B Rank, Red Fissure**: As an action you can spend 4 style points to aim Calibrehound at a space within 60 feet of yourself , firing a bullet into that space that explodes in a 20 foot radius sphere made of crimson eldritch energy. All creatures in that space must make an Intelligence saving throw, taking 6d10 psychic damage on a failed save. Any creature that fails is also vexed for one round by the mental assault, and on their next turn they can take an action or a bonus action, but not both.
	+ **A Rank, Call of the Virtuous Hound**: As an action you can spend 5 style points to fire or swing Calibrehound at a space within 30 feet, creating a vortex of crimson energy that forms into a large bloody spectral wolf. This wolf is a large creature with hit points equals to five times your total level (when you create it, you can choose to transfer any temporary hit points you have to it). It has the statistics of a dire wolf, except it is also immune to necrotic and psychic damage, can use its bite twice as part of the same action and it uses your Attack action and it uses your attack modifier for Calibrehound in place of its own. This wolf cannot be charmed, frightened or forced to sleep magically. The save DC against its bite is equal to Calibrehound's save DC, and the bite deals an extra amount of necrotic damage equal to Calibrehound's enhancement bonus. If the hound hits a creature with both of its bite attacks in the same turn and that creature is the same size as the hound or smaller, the creature is grappled (escape DC equal to Calibrehound =DC)
		- The hound takes its turn on your initiative, and you can command it using a bonus action to pursue and attack any one creature, allowing the bound to both move and take the Attack action against them. The hound ignores difficult terrain and can move along vertical surfaces normally. You can only create one hound at a time, and summoning a new one instantly dismisses the old one.
		- As a reaction, when you are targeted by weapon attack you can cause the hound to teleport to an unoccupied space near you, and it becomes the target of the attack instead.
		- If you are knocked unconscious while the hound is manifested, your consciousness briefly snaps into the hound and you control it directly until it dies or you regain consciousness.
	+ **S Rank, Hrunting**: As a bonus action you can spend 6 style points to make a weapon attack each using Calibrehound against up to 5 creatures within 60 feet of you, using either a ranged attack or melee attack (treating them as if they were within that reaches normal range. Any of these targets you make an Intelligence saving throw. On a failed save they're stunned until the end of your next turn. Additionally, you can choose to end this action by teleporting within 10 feet of any of the creatures you stun with the attack.
	+ **SS Rank, Butcher's Crawl**: As a bonus action on your turn, you can spend 7 style points to teleport to an unoccupied space within 10 feet of a creature you can see within 15 feet of you. If you do, any attacks you make against that creature this turn using Calibrehound have advantage (even if they have disadvantage from other conditions or circumstances) and deal an extra 1d10 psychic damage on each.
	+ **SSS Rank, Durandal Spear**:

## Known Wielders

* Ardyn Doyle
* Layden Strattem †

## Gallery

Layden Strattem wielding Calibrehound
(Artwork by Hazmi Thariq)