Weapon (rifle, hunting), rare

Optional Attunement: This gun can be used as a normal rifle without attunement, but requires attunement by an Aeorian Warforged to use its magical properties.
This heavy rifle is imbued with magic. It requires no ammunition and doesn’t need to be loaded, but is capable of using nonmagical ammo if desired. 

This rifle has 5 charges, which can be used on any of the following options and regains 1d4+1 charges every day at dawn.

Acid Jet. The cannon discharges acid in a line 45 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 11 (2d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 6 (1d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wipe or wash off the acid.

Fire Jet. The cannon discharges fire in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Frost Shot. The cannon shoots a ball of frost to a point you can see within 120 feet of the cannon. The ball then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 120 feet of the cannon. The lightning then expands to form a 5-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning arcs to any number of creatures within 10-feet of the orb, and then any creatures within 10-ft of the nearest chained creature, and they must succeed a DC 12 Dexterity saving throw, taking 6 (1d10) lightning damage on a failed save, or half as much on a successful one. Creatures wearing metal armor have disadvantage on the save.

Poison Spray. The cannon expels poison gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 11 (2d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

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

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