Weapon (antimatter rifle), legendary (requires attunement by a Requires attunement by a creature with Strength 20+ and proficiency with firearms (or DM’s discretion))

This massive alien weapon hums with an otherworldly charge, its barrel glowing faintly as superheated coils prepare to hurl a slug at hypersonic velocity. It weighs 120 lbs and cannot be wielded without power-assisted armor or magical augmentation (e.g., Gauntlets of Ogre Power, Enlarge/Reduce, etc.).

Weapon Stats

  • Type: Heavy Exotic Firearm

  • Damage: 6d12 force + 4d12 radiant

  • Range: 1,000 ft. / 3,000 ft.

  • Ammunition: Special antimatter slugs (extremely rare, 1 per shot)

  • Reload: 1 action (requires stabilization and 2 free hands)

  • Properties: Heavy, Two-Handed, Loading, Siege

Special Properties

Hypersonic Impact.
When you hit a creature or object with the railgun, the target and all creatures within 10 feet of it must make a DC 20 Strength saving throw or be knocked prone by the shockwave.

Antimatter Detonation (Critical Hit).
On a natural 20, the slug destabilizes on impact. The target takes an additional 10d12 force damage, and every creature within 30 feet must make a DC 18 Constitution saving throw, taking 6d12 radiant damage on a failed save or half on success.

Structural Killer.
The railgun ignores resistance and immunity to nonmagical damage, deals double damage to objects and structures, and can punch through 10 feet of stone, 2 feet of metal, or 1 inch of adamantine per shot.

Limited Ammo.
The railgun has 1d4+1 antimatter slugs when found. Crafting new slugs requires alien technology, a star forge, or DM fiat.

Unstable Power Source.
When you roll a natural 1 on an attack roll, the railgun overloads: you take 4d12 lightning damage, are stunned until the end of your next turn, and the weapon cannot be fired again for 1 minute.

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: Requires attunement by a creature with Strength 20+ and proficiency with firearms (or DM’s discretion), Range, Two-Handed, Ammunition (Firearms), Reload, Sap

StingussyTheShiny

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