Weapon (musket), legendary (requires attunement by a Requires two full day/night cycles to attune, if not attuned you cannot use.)

The Anti-Matter Rifle deals two damage types, radiant and necrotic. The damage die for both of these is a d8 so overall the gun deals 2d8 damage (plus modifiers and shit) HOWEVER as a bonus action, three times per day the user can overclock the rifle and charge it with more energy bringing the damage die up to 2d12 of both radiant and necrotic that completely bypasses immunities and resistance for any shot made during their turn, when their turn ends the overclock ends
if the user uses this feature, the gun vents out the excess magical energy as to not explode and deals half of the same unresistable damage to the user

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: Damage: Radiant, Damage: Necrotic, Requires two full day/night cycles to attune, if not attuned you cannot use., Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Crossed_Chords

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