Weapon (laser rifle), legendary (requires attunement)

This Rifle stores Spells cast into it, holding them until the attuned weilder uses them. The rifle can store up to 3 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast A Spells of 1st through 5th Level into the rifle by touching the rifle as the spell is cast. The spell has no Effect, other than to be stored in the rifle. If the Rifle can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While weilding this rifle, as part of an attack action you can cast any spell stored in the rifle onto the target of the attack. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the weilder. The spell cast from the rifleis no longer stored in it, freeing up space.

As a bonus action you may tranform the rifle into a cane or back to a rifle. While in its cane form the rifle grants +15 base movement and cant be detected as a weapon.

The rifle may store the souls of up to five creatures, once per dawn you may consume  any number of these souls to restore as many spell slots.
If you spend 1 hour crafting you can create a steel defender using a stored soul. you may have up to proficiency - 1 of these active at one time. 

3d10 Radiant,  Ammunition (range  150/360), reload (1 shot), two-handed.

 

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.

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

lumberer

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