This rifle is specially designed to detain violent and magical inmates. It does an extra 1d6 force damage. If you roll a 20 on the attack roll, you get to add another 2d6 of the weapons damage type.
If the attack hits a target capable of spellcasting, you can force that creature to make a constitution saving throw (dc12) or not be able to cast any spells for the next 10 minutes. At the end of each turn, they can repeat this saving throw, ending the effect on a success. This ability recharges at dawn.
You can also use this weapon to cast Counterspell at 3rd level once, with a range of the rifle's first increment. This spell recharges when the weapon is cleaned and not used for an hour.
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.
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: Additional, Damage: Force, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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