A prototype anti material rifle (sniper)the range is 30-500 feet (advantage) 501-1,999 feet(optimal range and at 2-3,000(disadvantage) (0-30 feet unusable) this is powered by the user’s magic (spell slots) you can charge this rifle by burning unused spell slots. For every spell slot level sacrificed you get to roll 1 d12 (example if you burn 1 lv 1 and 1 level 2 slot would be 3 d12) these spell slots take 2 long rests to restore
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: Damage: Piercing, Bonus: Magic, Deafened, After firing this rifle for the first time it will automatically be destroyed if you get farther than 30 feet away , Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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