Component: Dragon (blue or bronze) breath sac
Favoured by the Peacemakers of Progress, an elite troop of guards assembled by Uppercrest Inventor’s Guild, these magitech masterpieces can shoot a cupcake off a crenellation at 100 yards!
Energy Sniper. Attacking at long range doesn't impose Disadvantage on ranged weapon attack rolls made with this weapon. The weapon doesn’t have the Ammunition property, and deals Lightning damage instead of Piercing damage. It still requires you to reload it, which you do by allowing it to accumulate electrical energy for more shots.
Enforcer’s Beam. As an action, you can fire a beam of pure energy in a 60-foot-long, 5-foot-wide Line. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 4d6 Lightning damage. Using this property expends a shot, as if firing the weapon normally.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
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: Bonus: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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