A rifle that can channel magic through it. Can use it if non magical being.
Each spell is counted as rounds. To switch rounds you must take one turn to do so. Use spell damage.
Charges recover after long rest.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Arcane Rifle, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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