Weapon (antimatter rifle), artifact (requires attunement)

A 2 100 round drum Magazine Arm-Mounted Gatling Cannon constructed with ancient knowledge and modern Artificer tools.  The 2 drum magazines filter into the dual spinning barrels. There are six Magic Gem slots allowing for added effects at the cost of the gems charges. The quality and quantity are determined by the level of Magic Gem used.

This weapon can fire twice in bursts of 10 bullets. Each burst does 6d8 Pierce damage on hit.

Gems effects-

Lightning Gem: You can use a Bonus Action to use the charge loaded to add 2d4 per charge added of lightning damage to the bullets before you roll for hit.  If charge is used, give + 2 to hit.

Fire Gem : You can use a Bonus Action to use the charge to add 2d6 per charge added of fire damage to the bullets before you roll for hit. If charge is used, give - 2 to hit

Thunder Gem : You can use a Bonus Action to use the charge to add a deafening thunderclap, audible out to 100 feet per charge to the bullets before you roll for hit. On hit or miss each creature within 10 feet (per charge) of impact must make a DC 17 Constitution saving throw or become Stunned until the end of your next turn.

If fired again, Add 5 to the misfire score for that round (if a dice would roll a 5-1, it misfires, not hitting the target and breaking) , Once your next round begins, or combat ends, bring the misfire score down to 1.

You can add more than one charge to a shot, but if more than one charged is used for one attack, the misfire score goes up by 1 for each extra charge that's added to the original charge. 

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: Damage: Additional, Replace Damage Type: Piercing, Replace Damage Type: Lightning, Replace Damage Type: Fire, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

Revan_Aurion

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