+3 multi-purpose hunting rifle.
Top barrel +7 to hit, deals 2d4 piercing + 1d4 cold damage +3 (12 + Dex and Proficiency)
Rifle side Barrels +3 to hit, deals 2d10 piercing + 1d10 cold damage +3 (8 + Dex and Proficiency)
Bottom shotgun +3 to hit, deals 2d12 piercing + 1d12 cold damage +3 (8 + Dex and Proficiency)
*Should the wielder fire the shotgun and the roll to hit is a natural 6 or 5 the wielder receives 1d4 bludgeoning, natural 3 and lower the wielder receives 2d4 bludgeoning.
*The top rifle misfires on a natural 1 or 2 / side rifles and lower shotgun misfires a natural 1 to 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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: After reaching this unlock the user of Winter’s Thorn receives 4 charges of Permafrost’s Embrace. These charges allow the user to convert a damaging shot into a restraining shot. After rolling to hit the user may convert the damage dice to a Strength check DC. The user rolls all three dice and adds their Charisma Modifier to create the DC. The target creature’s movement is reduced to 0 and must then spend an action to attempt to break their new icy restraints. The restraints last for a number of rounds, the user rolls the dice used for the individual barrel taking the shot. For example, if the top barrel is used roll 1d4 to determine the number of combat rounds the restraints last. The Winter’s Thorn regains 1d4 expended charges daily at dawn. , Attune for one hour., Range, Two-Handed, Ammunition (Firearms), Reload, Push
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