This weapon is fabricated within the nation of Zilargo has intricate engineering specific to the function of creating and emitting Æther projectiles. Due to the volatile nature of the Æther the weapon is a sensitive balance of well insulated intake and output valves with a long barrel created of a Thorium Alloy to allow heat syncing and powered by a system of Æther collecting gemstones that recharge overtime. Interchanging gemstones within the weapon can modify its damage types and depending on quality of the stone can increase the potency of the of the shot resulting in more damage to the target, however to interchange gems it take upwards of 30 minutes (Short Rest) of uninterrupted time to make the changes.
It is still in the prototype phases of development and it is highly regulated by the Zilargo government for use by their police force The Trust. Only specialized individuals are trusted, those that have years of combat experience and training to acquire a high enough rank and prestige to wield one. With ranges of (100/300) skilled users have been known to take down platoons of marauders in The Mournland.
Æther Gems Damage Table
Damage for the rifle is dictated via quality of the gemstone that is placed within the Æther gemstone array.
- (150gp)Common - 2d6 damage
- (500gp)Lesser - 2d8 damage
- (1000gp)Greater - 2d10 damage
- (1500gp)Superior - 2d12 damage
Æther Gems Types Table
- Diamond - Radiant
- Ruby - Fire
- Sapphire - Frost
- Emerald - Lightning
- Obsidian - Necrotic
- Citrine - Force
- Malachite - Acid
Overcharged Explosion
An unexpected feature found in testing, is that if the user seals the output valves from venting used Æther and allows the gemstones to cycle without firing the weapon essentially turns into an explosive. Resulting in a blast with a 10ft radius dealing 4d8 damage dictated by Æther gem type.
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, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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