Weapon created within the Fortress of Doom given to Strange. This high powered laser rifle deals substantial damage to flying enemies.
The sheer power of this weapon causes it to send the one firing it backwards 10ft. when firing double if airborne. If on land you can choose to make a DC20 Str save to not be knocked back.
This weapon always deals max critical damage to aerial enemies hit by it.
Alternate Firing Modes: 300Charges which reset on short rests.
Arbalest Charged Shot: 25 Charges Fire a concentrated bolt at one target. If hit an explosion occurs dealing 8D10 Force damage to everything within 15ft. Hitting aerial enemies deals max and double damage as usual. Recharges after 2 Turns.
Destroyer Blade: 50 Charges Fires a concentrated linear bolt horizontally 15ft in front of you for 125ft along the ground. Everything in range must make a DC 16+Dex+Proficiency Dexterity save or take 12D10 Force Damage half on success. If targets hp is 50% or less before or after damage it is instantly cleaved in two.
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: Replace Damage Type: Force, Regains all charges after a short rest., Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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