Weapon (musket), very rare (requires attunement by a a creature proficient with firearms)

The Stormburst Rifle hums with faint arcane energy, its metal plates etched with storm runes. Created for magical war games and tactical trials, it channels both precision and chaos, a tool of calculated destruction.

While attuned, the rifle gains the following properties:

Stats & Actions

• Range: 120/480 ft.

• Damage: 2d8 piercing damage + 1d4 lightning damage

• Ammunition Capacity: 30 rounds (special enchanted cartridges)

• Reload: Bonus Action (requires at least one free hand)

• Weight: 8 lbs

Burst Fire (Primary Action)

As an Attack action, you may fire a 3-round burst at one or more targets within a 10-foot radius of a point you can see.

  • Attack Roll: Make one attack roll per burst. On a hit, roll damage normally.
  • Damage: 3d8 piercing + 1d4 lightning (one roll for all affected targets).
  • Dexterity Save: DC 15. Targets that succeed take half damage (the energy discharge grazes them).
  • Ammo Used: 3 rounds per burst.

Suppressive Fire (Special Action, Recharge 5 6)

You may sweep an area in front of you up to a 30-foot cone.

Creatures in the area must make a DC 15 Wisdom saving throw or become Suppressed (disadvantage on attack rolls and ability checks until the end of their next turn).

  • Deals 2d6 piercing damage on a failed save.
  • Uses 10 rounds of ammunition.

Overcharge Mode (Bonus Action, 1/Short Rest)

You can channel the rifle’s arcane storm core to overcharge your next attack.

  • Your next attack before the end of your turn deals an additional 2d10 lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the start of your next turn.
  • On a natural 1, the rifle overheats: you take 1d6 fire damage, and it becomes unusable until the end of your next turn.

Reload Mechanics

When the rifle runs out of ammo, you can reload using an Arcane Clip, which costs 25 gp and holds 30 rounds.

Reloading without a clip (e.g., improvised ammo) imposes disadvantage on attack rolls until replaced.

Optional DM Rule: Ammo Drops

Once per day, the DM can declare a Supply Drop Event (Battle Royale style). A glowing crate appears within 100 ft, containing 1d3 Arcane Clips and possibly a rare attachment (scope, stabilizer, or elemental mod).

Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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: a creature proficient with firearms, Loading, Range, Two-Handed, Ammunition (Firearms), Slow

MIKEVTRECHEN

Comments

Posts Quoted:
Reply
Clear All Quotes