This weapon must be set up as a full-round action prior to firing, which involves either lying prone or propping against low cover. If the wielder does not set up they take a -4 penalty to attack. The wielder also takes a -4 penalty if shooting at a target within 100ft. This gun requires at least 12 Strength to wield; failing to meet the minimum Strength incurs a -4 penalty to aim and increases the recoil penalties by 50% (min 1).
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Deals 4d12 Frost damage and requires reload following every shot. If this weapon is used to kill a target or is on a critical hit a 2d6 frost explosion is released in a 20ft radius around the fallen target.
(Range: 100/800ft)
Frostbite: The cold emitted from this weapon is so intense that firing this weapon more than once in a row can prove fatal. After firing your first shot all weapon based attacks are with disadvantage for 1 min, every subsequent shot will increase this disadvantage time by 1 hour and deal (x-1)d10 to the user for each subsequent shot. After the third subsequent shot a constitution saving throw of 15 is required to keep firing this 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.
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: Damage: Cold, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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