Weapon (antimatter rifle), artifact (requires attunement by a Requires a degree in theoretical Physics (jk) Requires a successful >15 INT check )

This experimental Black Mesa prototype is a portable particle accelerator powered by a depleted Uranium-235 cell. It is a sleek, heavy metallic weapon with an integrated power cell display and a gyroscopic system for stabilization.

Weapon Properties
  • Damage: 2d8 force damage
  • Range: 120/480 ft.
  • Ammunition: Uses specialized Uranium-235 cells (counts as 100 shots per cell).
  • Properties: Heavy, Two-handed.
Primary Fire (Beam Emitter)
You can fire the Tau Cannon as a normal ranged weapon attack. A brilliant yellow beam streaks toward a target within range. It consumes 2 charges from the Uranium cell per shot.
Secondary Fire (Charged Beam)
 
You can choose to charge the weapon's capacitors as part of the Attack action. Consumes a variable number of charges.
Charging the Weapon:
  • You can charge the weapon for up to 1 round by using your action (or maintaining the charge at the start of your turn, up to a maximum of 2 consecutive turns).
  • For each round spent charging (including the first), the weapon consumes an additional 4 charges, and the damage increases.
  • Round 1: 4d8 force damage.
  • Round 2: 6d8 force damage.
  • Round 3: 8d8 force damage.
    • The beam from the secondary fire is a white-hot, penetrating beam that can pass through most non-magical solid barriers (walls, cover, etc.) up to 3 feet thick, dealing damage to targets behind them. Attack rolls against targets behind cover ignore the benefits of half and three-quarters cover. The beam stops after hitting the primary target unless the DM determines it has enough power to continue through to another target in a direct line.

Recoil: Immediately after firing a charged shot, you are pushed back 10 feet. This can be used creatively for movement ("Gauss Boosting"), but the movement is forced and can provoke opportunity attacks if you move out of an enemy's reach.

Overcharge (Misfire):
If you charge the weapon for a 4th round or missfires, the device overloads and explodes in your hands. The weapon is not destroyed, but you immediately take 10d10 force damage.
  • If this damage reduces you to 0 hit points, you must make death saves as normal.
  • However, if the remaining damage equals or exceeds your hit point maximum, you are killed instantly, as your body is vaporized by the energy discharge.

UPDATES:

  • Corrected damage for balancing reasons, previously 6D8 force now 2D8 force

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: Replace Damage Type: Force, Requires a degree in theoretical Physics (jk) Requires a successful >15 INT check , Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

Engineer_core

Comments

Posts Quoted:
Reply
Clear All Quotes