Weapon (antimatter rifle), very rare

Chambered in monstrous calibers like .50 BMG, anti-materiel rifles are designed for use against military equipment (or "materiel" in military terminology) ranging from older tanks, modern light vehicles, and even enemy communication structures. AMRs have similar design principles to those of sniper rifles, delivering a high-power shot at long distances with great accuracy, although chambered in a larger caliber for hardened targets. The gun is fed from a large, detachable box magazine holding up to 10 rounds.

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: Range, Two-Handed, Ammunition (Firearms), Reload, Sap

The_Dark_Ninja

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