Weapon (rifle, hunting), artifact

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. You must be proficient with firearms and 

Stock (400g):

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

3d10 piercing + your dexterity modifier, 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 dexterity modifier, 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 dexterity modifier, 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 dexterity modifier, 350ft/1050ft, reload 6, misfire 3

This gun has an 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.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

 

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: Notes: Range, Two-Handed, Ammunition (Firearms), Reload, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

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