This rifle features a repeating mechanism that allows it to fire multiple shots before needing to reload. The precision needed to create the weapon, as well as the quality of materials used, improves it's performance over a simple single-shot rifle - increasing it's range and damage comparatively. As such, these weapons are remarkable expensive - but worth the cost.
The repeating mechanism can be one of many forms - a manually cycled bolt, a lever actuated by the hand, a revolving cylinder - whatever the means of repetition, such is determined by your DM when acquiring this weapon. Typically, a repeating rifle can fire 6 shots before needing to be reloaded, requiring a full action to do so.
Efficient Design
Due to the well-honed, smooth operating nature of this weapon, it functions easily in the hands of one proficient with it. If you use all of your available attack action attacks on a single target, you may also use your bonus action to make an attack on that same target without your proficiency bonus, assuming you still have shots available in the weapon.
Complicated Mechanism
When you make an attack roll with this rifle, there is a chance of a misfire. If the attack roll begins with a 1, 2, or 3 on the die before modifier, the rifle malfunctions, and fails to fire. When this occurs, roll a D20. On a 16 or higher, the rifle has jammed, and will require repairing on another attack action.
Budding Technology
Firearms are proving powerful and useful tools in Amaranthe. They have their drawbacks, but the penetrating power of powder weapons cannot be ignored. In the Amaranthe setting, firearms will defeat protection granted by mundane armors. A creatures AC against a firearm is reduced, unless their armor is magical or Adamantine.
A creature's armor class versus a firearm is determined via 10 + Dexterity Modifier + Natural Armor + Magical bonuses. Certain classes gain armor benefits from other ability scores, and these do apply.
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: Weapon Property: Finesse, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
Previous Versions
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6/15/2026 11:00:48 PM
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