Weapon (rifle, hunting), very rare

{NOTE} This is my first home brew creation! If there is a problem, I’m sorry about it and hope you still enjoy this!

     The Hitman’s Sniper is a long range, high powered rifle used to eliminate single targets.It comes in 4 variations, including Stock, High Power, Slience, and Quick Shot.

All snipers, unless said otherwise, take the same ammo [5g(6)] and have a repair check of 14

Stock (400g):

     The most basic model of this gun, it is great for your everyday sniping.

3d10 piercing, 400ft/1200ft, reload 3, misfire 4

High Power(800g):

     The most powerful edition of this gun, It does the most damage and shoots the farthest, at the downfall of being heard from miles away.

4d10 piercing, 600ft/1800ft, reload 2, misfire 5

The High Power can be heard from 2500ft away, and all unsuspecting creatures within 200ft must make a Fear check of (12 + Wis modifier) or have disadvantage on next turn. Creatures who succeed are immune for 24 hours

Silence (800g):

    Being the stealthiest of the options, it is almost impossible to locate and can easily take out a target without anymore conflict

3d10 piercing, 400ft/1200ft, reload 3, misfire 5

Creatures who are looking for this within 200ft must roll DC of 15 to find you, 500ft away must do the same to find a general area, and every other distance can’t tell where it came from. If hidden or using stealth, add Dex modifier

Quick Shot (800g):

     This is one of the most complex and hardest to use of the snipers, but well effective up close

3d10 piercing, 350ft/1050ft, reload 6, misfire 3

This gun has a automatic reload system, chambering a new round after firing another round. Unlike rest of the snipers, reloading the gun can be done as a bonus action.

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

ChocoWillo

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