A monstrous .50 caliber anti-materiel rifle designed to destroy vehicles, power armor, and anything else that gets in its way. This enormous weapon fires massive high-velocity rounds capable of punching through thick armor and concrete. It is slow to fire, extremely heavy, and produces a thunderous report that can be heard for miles.
Range: 150/600 ft.
Armor Shredder. This weapon ignores resistance to piercing damage. It also ignores immunity to piercing damage from non-magical armor or shields. Creatures wearing heavy armor have -2 to AC against attacks from this rifle.
Devastating Impact. On a hit, the target must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 10 feet away. On a critical hit, the target automatically fails this save and takes an extra 2d12 piercing damage.
High Recoil. After firing the Anti-Materiel Rifle, you cannot make another attack with it until the start of your next turn (even with Extra Attack). If your Strength is 15 or lower, you also have disadvantage on the next attack roll you make with any weapon before the end of your next turn.
- Ear-Splitting Report. Creatures within 30 feet of you when you fire (that are not deafened) must succeed on a DC 13 Constitution saving throw or become deafened until the end of their next turn.
- Reliable: On a natural 1, the rifle fails to chamber the next round. Spend a bonus action to ready it
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: Damage: Piercing, Range: 150/600 ft. Armor Shredder. This weapon ignores resistance to piercing damage. It also ignores immunity to piercing damage from non-magical armor or shields. Creatures wearing heavy armor have -2 to AC against attacks from this rifle. Devastating Impact. On a hit, the target must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 10 feet away. On a critical hit, the target automatically fails this save and takes an extra 2d12 piercing damage. High Recoil. After firing the Anti-Materiel Rifle, you cannot make another attack with it until the start of your next turn (even with Extra Attack). If your Strength is 15 or lower, you also have disadvantage on the next attack roll you make with any weapon before the end of your next turn. Ear-Splitting Report. Creatures within 30 feet of you when you fire (that are not deafened) must succeed on a DC 13 Constitution saving throw or become deafened until the end of their next turn. Reliable: On a natural 1, the rifle fails to chamber the next round. Spend a bonus action to ready it, Damage, Combat, Loading, Range, Two-Handed, Ammunition (Firearms), Slow
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