A brutal and powerful sidearm favored by the Jiralhanae of the Banished. This heavy revolver fires large, superheated metal spikes with immense stopping power. A pair of brutal, tusk-like bayonets are affixed to the barrel, making it equally deadly in close-quarters melee.
Damage (Ranged): 4d12 piercing damage and 4d6 fire damage.
Damage (Melee): 1d10 slashing damage.
Properties: Ammunition (special), Anti-Armor, Heavy, Pinned, Range (150/600 ft.), Single-Shot, Two-Handed, Telescopic Sight.
Ammunition (Special): The weapon is muzzle-loaded and can only hold one armor-piercing harpoon at a time. Reloading the weapon requires an action.
Bladed Barrel: The tusk-like bayonets on the weapon allow it to be used as a melee weapon. You can use your bonus action to make a melee attack with the Skewer On a successful melee attack, you deal 1d10 slashing damage.
Anti-Armor: The Skewer is designed to tear through hard targets. When you hit a target with an armor class of 18 or higher, you may deal an additional 2d6 piercing damage.
Pinned: If you hit a creature with the Skewer, and the damage reduces the creature to 0 hit points, the harpoon can pin the creature to a solid surface behind it. The creature is considered restrained until it can be removed from the surface, which requires an action and a successful DC 16 Strength check.
Single-Shot: The Skewer can only fire one shot per turn. If you have the "Extra Attack" feature, you can still only fire the Skewer once.
Telescopic Sight: The weapon includes an integrated 3x optical scope. As a bonus action, you can aim down the sight, granting you advantage on your next attack roll with this weapon this turn.
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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Range, Ammunition (Firearms), Reload, Vex
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