Combing sulfer, charcoal, potassium nitrate creates an explosive powder that when combined with iron projectiles, negates the use of magic when inside the creature that was hit.
Measuring 4 feet in length, the rifle appears to be made of a combination of Gnomish and Dwarvish workmanship, resembling a smooth wooden staff with a metal pipe fused inside its length. A stock like a heavy crossbow ends the similarities of a staff, with a small metal mechanism near the stock that moves up and down with a click. Basically looks like a British Whitworth rifle.
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: Range: 2250/4500, Hit: +10, 1d10 piercing damage. 3 actions to reload (proficiency with firearms reduces the process to 1 action). Disadvantage targeting a hostile creature within 10ft of you if it knows you're there. Not usable when wet. Conditions: When the target takes 5 or more damage from the rifle, the rifle ball embeds itself into the creature, negating the use of magic through this creature. The creature can no longer cast spells, use racial abilities, and cannot transport through magical means. A DC 15 medicine check can remove the rifle ball and end these effects. , Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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