Weapon (musket), artifact (requires attunement by a expend 3 charges to fire a "blast shot" that deal 1d12 damage and knocks the target back 35ft.)

A marble and basalt carved gun that glows with magical energy. this ancient rifle does not take ammo, however it uses charges which are regained via burning a bonus action to let the gun absorb energy from the weave. when you do sure you must make an arcane check dc 13 to avoid a miss fire. miss fire repairs are done with alchemist tools instead of tinkerers tools. the guns misfire is 3 (2 if  you are proficient). this weapons damage is considered magical.

this rifle does not require attunement, however doing so will allow the wielder to use it's alternative fire. "Blast Shot" cost 3 charges and deals 1d12 force damage on a successful hit, it will also knock the enemy back 35ft.

you also have the option to use your int or your dex as weapon mod.

Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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: Ranged Weapon Attack: Force, Ranged Weapon Attack: Force, expend 3 charges to fire a "blast shot" that deal 1d12 damage and knocks the target back 35ft., Damage, Control, Combat, Eldritch Machine, Artificer, Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Item Tags: Damage Control Combat Eldritch Machine Artificer

Cyberraptornb

Comments

Posts Quoted:
Reply
Clear All Quotes