Weapon (rifle, automatic), legendary

1D12 Piercing

Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt, Rapidfire, Knockback (1), Misfire (1)

Knockback (-) (New): Any creature hit with a weapon with this property must pass an Str save DC 8 + Proficiency if Proficient + the number in the parenthesies of the property, or be Knock Prone and pushed back 5ft per number in the Parenthesies, if this would result in the target being pushed off a ledge they may make a Dex save the DC is the same if passed they stop at the edge of the ledge.

Rapid-fire (New): if a weapon with this property Fires within half its short range you may make one extra attack when using the attack action.

Reloading (replacement): If a weapon has the reloading property running out of ammunition in the weapon or magazine the wielder must spend action to reload the weapon. Some weapons have a number in parentheses after the reloading feature this means you may only load that may round Per action you use to load the weapon

Missfire whenever you make an attack with a firearm and the dice roll naturally, is equal to or less than the misfire score the weapon misfires. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater than the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double-damage dice are rolled.

d100

Result

1%

FUBAR, the weapon is FUBAR and must be entirely replaced or reconstructed cost is the full value of the weapon

2% - 5%

The weapon is Destroyed and needs Parts that must be forged or acquired, equal to a percentage of a D100 roll compared to market value, and then maybe repaired during a long rest and a successful Tech tools and a successful Artificers tools check, both DC 20, If both tests are failed the weapon is FUBAR If one test is failed you may attempt the failed test again with a +5 to the DC if you fail the test again the weapon is FUBAR

6% - 10%

The weapon is Broken and requires Short rest and a successful Artificers tools check, DC 20, If the test is failed treat the weapon as if you had rolled a 4 to 10%.

11% - 15%

The weapon is Seized and requires your actions and a successful Tech tools check, DC 15, If the test is failed treat the weapon as if you had rolled an 11 to 20%.

16% - 60%

The weapon is Jammed and requires you to use a bonus action and a successful dexterity check, DC 15, If the test is failed treat the weapon as if you had rolled a 21 to 45%.

61% - 100%

The weapon is Fine it was just bad munitions, or simple you just Missed.

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), Burst Fire, Reload, Slow

J_The_Dragon_Born

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