Weapon (antimatter rifle), legendary

A large prototype contraption made to chamber the experimental 30 mm ballistic shell. The design resembles a large lance, a 15 ft weapon. This weapon is large, requiring one individual to hold and carry the system, while another carries the supplies and ammunition for the system. The system requires an individual to have a base Strength Score of 18 and must forfeit all other weapons. Munition can be obtained at high level forge masters located within large cities or large military installations for 50 gold pieces per shell, this is mostly at the digression of the DM).

Firing requirements:

  • Weapon must be unloaded unless it is being used.
  • User must be proficient in firearms or have a feat that allows for said proficiency. 
  • User must be prone to fire the weapon.
  • User must make a DC 18 Strength Saving throw every time they fire. On a successful save, the user faces no side effect. On a fail, the user take 2d8 bludgeoning damage from the recoil of the system.

 

Attack:

  • The weapon has a Critical Fail Zone of Natural 1 to 5 (before modifiers). If the roll is a Natural 5 or lower, the system misfires and detonates. The user will take 4d12 fire and piercing damage from the detonation and the system is rendered damages. (The system can be repaired by high level forge masters located within large cities or large military installations, this is mostly at the digression of the DM).
  • An unyielding weapon, you must use 10 ft. of your movement speed to set up and/or minovery the weapon.
  • When you hit an target (creature, construct, or object), the target take 15d12 piercing damage and a permanent -5 to its AC. The target must make a DC 18 Strength Saving throw or be thrown 20 ft. and knocked prone (If it survives)
  • The system must be reloaded during the users next turn of combat, and requires 5 ft. of moment to reload the weapon.

 

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

HunterJay99

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