Wondrous Item, very rare

Martial Ranged Weapon, Ammunition (200/800) Heavy, Two-Handed, Loading. Weight: 18lbs

This elegantly made rifle has bizarre magic mechanics of a bolt action firing system and a revolver based spell selection with 6 different magic spells with different amounts of charges per spell.

All spells take one action to use. If you roll a 1-5 on an attack roll the weapon malfunctions, to fix malfunctions require an intelligence check (DC 10) to fix. Otherwise, the weapon cannot be fired. 

You can reset the charges of one spell after a short rest twice before a long rest, a long rest reset all spells charges. 

 

  • Silent Shot

 

  • You make a silent ranged attack using ammunition 
  • Each creature in a 30 foot radius must make a Wisdom(Perception) check. The DC of this check is 15, plus 10 if hidden. You are still considered hidden to any creature that fails the check, even if other creatures succeed.
  • On hit the target takes 3d10 piercing damage.

 

  • Web Shot

 

  • On impact a mass of thick, sticky webbing explodes outwards. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
  • Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
  • A creature restrained by the webs can use its action to make a Strength check (DC 18). If it succeeds, it is no longer restrained.
  • The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
  • 3 Charges

 

  • Sleeping Shot

 

  • Causes single creature hit to make a Con save (DC 15) or go unconscious when hit, the creature remains asleep for 1 hour until another creature attacks or wakes the sleeping creature. 
  • 3 Charges

 

  • Scorching Ray

 

  • You shoot three rays of green fire at targets within the 200ft range. You can shoot them at one target or several in the direction you are aiming. 
  • Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
  • 5 Charges 

 

  • Lighting Bolt

 

  • A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the rifle. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
  • The lightning ignites flammable objects in the area that aren't being worn or carried.
  • 2 Charges

 

  • Fireball Mine 

 

  • A single silent glowing bead shoots from your barrel and sticks to a flat surface, the spell is activated when the bead is moved or you reload the rifle. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
  • The spell's base damage is 12d6. Every 5 minutes the bead has not yet detonated, the damage increases by 1d6 to the max of 20d6
  • 1 Charge (Cannot be recovered during short rest)

 

Willard_The_Wizard

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