Weapon (antimatter rifle), varies

The ASW-P is a magic pistol. The pistol is not special, but the bullets make it special. The magic bullets (only useable be the ASW type pistols/snipers/shotguns and etc...) can cast magic abilities and special effects. you can find out the effects at the bullet states page. Every 6 shots you have to spend an action to reload. you can only fire one shot per action unless you are using the Automatic version of the ASW (COMING SOON).

DAMAGE: 1d4 Impact damage + bullet effect/damage/power

RANGE: 60ft

WAY TO GET THE ASW: As a starting weapon or in a chest

REQUIREMENTS: To get it as a starting weapon you need to be a Wizard, Ranger, and scorcher.

 

 

 

 

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2019 11:17:35 PM
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Coming Soon
MaraKent

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