Weapon (rifle, hunting), uncommon (requires attunement by a Artificer or Ranger)

As long as this weapon is within your reach and you are attuned to it, you gain the following benefits:

 

  • Type: Martial ranged weapon
  • Properties: Two-handed, loading, ammunition (range 80/240)
  • Damage: 1d10 piercing damage
  • Weight: 7 lbs

 

Special Properties:

  • Fey Bane: When you hit a fey creature with this weapon, the creature takes an additional 1d10 necrotic or cold damage (you choose) from the cold iron's effect.
  • Magical Detection: The weapon emits a low ping whenever an enemy that is using magic to remain unseen comes within 30ft of the weapon, and grows louder whenever the weapon is aimed in the enemy's direction.
  • Truesight Rounds: As a bonus action, you can activate the artificer enchantment on a loaded bullet. The next shot can hit invisible creatures without disadvantage.
  • Iron Vulnerability: The weapon's damage counts as cold iron against fey creatures for the purpose of overcoming resistances.

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: Damage: Cold, Damage: Necrotic, Replace Damage Type: Piercing, Artificer or Ranger, Artificer, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Item Tags: Artificer

RakaTheBeast

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