Weapon (rifle, hunting), uncommon (requires attunement by a Weapon (Rifle), Varies (requires attunement))

By utilizing specialized rounds, the ammunition can react to this modulated elephant gun's magical properties, allowing for alternating ballistic damage.

Transmutation Rounds. This rifle has 8 charges. While holding the rifle, you can use a bonus action to expend 1 of its charges to change its damage type to either acid, cold, fire, lightning, or poison damage. This effect lasts for 1 minute.

Weak Spot. On a successful hit against a creature, you can expend 1 charge to add your Intelligence modifier to the attack's damage rolls.

Regaining Charges. The rifle regains 1d3+1 expended charges after a short rest and all of its charges after a long rest.

If you expend the last charge, you can expend 1 spell slot as a bonus action to regain 1d3 + 1 charges. You can only do this an amount of times equal to your proficiency bonus and can't do so again until after a long rest.

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, Weapon (Rifle), Varies (requires attunement), Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Item Tags: Damage Combat

MakosRaptors

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