Arm mounted Anti-Tank rifle for Warforged. This weapon has 3 spell slots it uses for firing a bolt of condensed force magic.
If the attack hits, roll a % dice damage can do anywhere between 1d12 and 5d12. 1-20 is 1d12, 21-50 is 2d12, 51-70 is 3d12, 71-90 is 4d12, 91-100 is 5d12.
If hit the creature must make the following saves for the dice rolled.
Saving throws are based off of number of d12's. See Conditions for details.
Legendary actions can nullify down the 5 turns to 1 turn on DC 20 Con Saving Throw.
If the attack misses, the target or any creature within a 5 foot radius has to make a DC 10 Wisdom saving throw to not be frightened. Any creature that fails is frightened until the user's next turn.
If attack roll is a 1. Weapon Misfires and an action would have to be taken to repair the tubing for the next shot. Failed shots count as a use.
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: Deafened, Prone, Prone, Prone, Prone, Stunned, Prone, Stunned, Warforged., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
Comments