Range: 600ft
Maximum Charges: 4
Expend 1 charge and target a space you can see within range. All creatures within a 10ft sphere of that space must make a DC 16 con saving throw.
A creature takes 4d8 thunder damage on a fail, half as much on a save.
A creature made of inorganic material has disadvantage on this saving throw.
Non-magical objects not warn or carried also takes damage in this space.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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