- Ammunition (Range 100/400)
- Two-Handed
- Reload
- Misfire (2)
Reload: The rifle can fire 1 shot, then must be reloaded using a bonus action.
Misfire (2): If you roll a 1 or 2 on your attack roll, the weapon Jams. You must use an action before firing again.
Steady Aim: If you do not move this turn, you gain a +3 to hit with this weapon on your next turn.
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: Damage: Piercing, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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