Weapon (antimatter rifle), legendary (requires attunement by a by a spellcaster)

This weapon is a part of a number of other arcane firearms.

The ARC-AM7 Archer is an extremely powerful weapon wielded by only the most elite troops of the Arcaneer Corps, a group of highly trained and highly organized arcane practitioners. The Archer, an arcane antimateriel rifle, was designed for the utmost power per shot while also remaining efficient and light enough for a single operative to carry and use. The weapon has a built-in ballistics coprocessor to aid in trajectory calculations for the utmost precision out to long-range. The distinct metallic thunderous clap when a round is discharged is unmistakable and will strike fear in the hearts of anyone -- or anything -- that hears it.

You have a +2 bonus to attack and damage rolls made with this magic weapon. 

Attunement. This weapon must be attuned to during a short rest. Once attuned, the wielder can reload and use the weapon effectively.

Range. This weapon has a special Range property of 30/500/1000 where attacks on targets within 0 to 30 feet and 500 to 1000 feet are made at disadvantage. Attacks on targets within 30 to 500 feet are the normal range. Any target beyond 1000 feet is unhittable. This weapon has a variable 4x-8x scope attached, allowing the user to acquire and hit targets at long range. 

Attack. Ranged weapon attack. Misfire 3.

Rechamber. If you fire this weapon using your entire action, you rechamber it normally as a part of that action. However, if you are able to attack multiple times per action, you must spend an additional attack to chamber the next round before you can fire again.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. The Archer can hold 3 rounds of ammunition, and a spell slot of first level or higher will replenish all missing rounds.

Arcane Ammo. This weapon uses arcane energy to fire rounds. When you reload this weapon you expend a spell slot of first level or higher to replenish all missing rounds.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your arcane firearm, you must make a successful Tinker’s Tools or Arcaneer's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Intelligent Targeting. Sometimes hitting a shot is of critical importance, and you can lend part of your own intellect to do so. When you use this feature, roll to hit. If the number on the die is less than or equal to the weapon's misfire score +4, the gun misfires. Otherwise, you add a bonus of +4 to your roll to hit and increase your damage dealt by 4d8 for this attack, doubled on a critical hit. Also, when using this feature, attacking a target beyond the normal range does not impose disadvantage. High assistive computing power comes at a cost. Whenever you utilize this feature, you must make an Intelligence saving throw DC 15. On a failure, you take 4d6 psychic damage and can not use this feature until you have taken a long rest.

Super Critical. Sometimes you hit that perfect shot. When scoring a critical hit using this weapon, roll another d20. If the second roll is another critical hit, you can choose to add an additional 4d8 (not doubled) damage to the attack. When using the Intelligent Targeting feature, the threshold for scoring a critical hit is reduced by 3. For example, if you normally crit on a 20, you instead crit on a 17 for both rolls. Likewise, if your critical threshold is 18, it becomes 15 for both rolls.

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: Bonus: Magic, by a spellcaster, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

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Item Tags: Damage Combat

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