Weapon (rifle, hunting), uncommon (requires attunement by a feeding the rifle a drop of blood. It drips on the glowing runes. The metal surface soaks it up hungrily. )

This rifle has seen some shit. The barrel is tarnished. The handle is scratched. Strange runes are etched into the side. They glow blue whenever the gun is fired. The bullets look like beads of quicksilver.  Light and shadow flicker on their shiny shells as they hurtle towards an enemy. The gun does not require reloading, but does require a bit of your blood once a day.

This weapon is considered magical for the purpose of overcoming resistance. It's a +1 to attack and damage. Base damage is 2D10 + DEX modifier

As worn out as this Junker is,  things might go awry. It has a misfire score of 3. 

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: Piercing, Bonus: Dexterity Attacks, Ignore Weapon Property: Loading, feeding the rifle a drop of blood. It drips on the glowing runes. The metal surface soaks it up hungrily. , Range, Two-Handed, Ammunition (Firearms), Reload, Slow

valar_dohaeris

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