Weapon (rifle, hunting), rare

The Witch Hunter resembles a slab of wood bound by metal strips and rivets to a long, steel cylinder extending from one end. The hilt of a longsword protrudes from the other end while a modified spyglass sits mounted to the top. A small, cut-away window reveals a glowing, blue gem affixed to the weapon's internal mechanisms.

The Witch Hunter contains 6 charges that can be used to fire a modified version of the Magic Missile spell at a target you can see within range. The weapon regains 1d4+2 charges daily at dawn.

When fired, the Witch Hunter expends a charge to condenses Magic Missile's normal 3 darts into a single dart that deals 1d12+3 force damage to a single target. As long as you can see your target through the weapon's scope when a shot is fired, you do not miss.

You can expend an extra charge to increase the damage to 2d12+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.

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

GraveGnome

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