Weapon (rifle, hunting), varies (requires attunement by a Requires attunement by Artificer)

An intricate firearm of brass, darkwood, and etched mithral. This weapon can store Magic crystals to fire different elemental rounds

Crystal types:

Diamond = Lightning 2d10

Sapphire = Cold 1d10

Ruby = Fire 2d6

Emerald = Necrotic 4d4

Topaz = Force 1d12

 

At Uncommon this rifle can use 1 type of crystal only 

At Rare this rifle can use up to 3 types of crystal

At Very Rare this rifle can use all Crystal types

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: Fire, Damage: Lightning, Damage: Force, Damage: Cold, Damage: Necrotic, Requires attunement by Artificer, Artificer, Ammunition, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Item Tags: Artificer Ammunition

ReaverWarhound

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