Held by both hands, this ancient arcane rifle is a masterful piece of mixing gunsmithing and arcana together. The decorative rifle with intricate carvings and markings are impressive, but the weapon has deteriorated quite the bit compared to its speculated prime state, but it still is a powerful piece of weaponry despite that flaw. Instead of conventional ammunition, this weapon requires rare hexagonal cylinders infused with a random dischargeable element which are then put into the chamber of the rifle which hold only one round. The hexagonal cylinder ammunition is rare to come by, but it is possible to buy them from old wizards for a hefty price of at least 1500 gold or more for each.
When this weapon is discovered by a player, the DM rolls 1d4 to see how much ammunition the weapon comes with. The element that has been infused with the round has to be chosen from the table by rolling a d6.
| 1d6 | Element |
|---|---|
| 1 | Thunder (The round has a pulsating white glow) |
| 2 | Necrotic (The round has a rotting purplish black glow) |
| 3 | Cold (The round has an unevenly cracked light blue glow) |
| 4 | Fire (The round has a fiery red glow) |
| 5 | Acid (The round has a bubbling green glow) |
| 6 | Lightning (The round has a crackling yellow glow) |
When one of the ammunition is fired, a concentrated blast strikes toward the target with a surprisingly hefty recoil. If the target is hit, the glittering impact of the round will knock the target prone and the target takes 10d12 damage depending on the element the round was infused with. The weapon has an effective range of 400 / 600 feet, which then dissipates into nothingness if it misses. After the round has been shot, the round becomes useless and it cannot be recharged.
(This is optional by DM) If you roll a natural 1 using this weapon, the weapon will suffer and lose durability and the DM must make notes for each natural one that the weapon's user has rolled. If you roll a third natural one using this weapon, the weapon will break and will become obsolete
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: Ranged Weapon Attack: Acid, Weapon Property: Two-Handed, Weapon Property: Loading, Weapon Property: Heavy, Weapon Property: Range, Prone, Damage, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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Posted Dec 4, 2023My only critique is I would make the rules around ammo more clear.