Weapon (antimatter rifle), legendary

The Arcane Rail is a magical rifle made of a strong copper/steel alloy. It can fire magical missiles which combust upon contact. each missile does 2d6+4 damage. A slot on the side of the gun can fit gems and gold in order to fire your blasts. The material item is consumed once the gun is fired. If a gem worth 2,000 gp or more is inserted into the slot, a beam of strong magical energy bursts from the barrel for 20 seconds and does 5d6+10 damage. After 6 shots or 1 monster blast, the rifle goes into overheat. If the gun is fired in this state, it will deal 1d4 damage and if the rifle is fired 3 times, the gun will explode and do 2d12+10 to everyone within 15 cubic feet around the blast, including allies. The rifle must be left for 30 minutes to cool down (assuming it didn't explode).

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

ConfusedKenku

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