Weapon (antimatter rifle), common

This weapon may be fired 10 times before needing to be reloaded

This weapon has a bonus to hit equal to your proficiency

This weapon deals an additional 1d8 damage

This weapon can penetrate Heavy armor

Firing Modes
Semi: Functions as normal

Explosive Freedom
Any creatures within 10 range of the target that has been hit takes half of the damage dealt to the main target.

When rolling a Critical Hit deal 3x the normal damage dice amount.

Backpack Weapon
When needing to reload you must take a full action to load in another magazine.

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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Range, Two-Handed, Ammunition (Firearms), Reload, Sap

TheInfamousM19

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