The largest of the firearms made by Arcanitech Industries (besides artillery and ARC-weapons) fires orbs of arcane energy centered on Arcane Ammunition (small, round pellets of Arcanis Crystals processed into bullet-like fragments).
On a hit, the target takes 1d10+6 magical piercing/lightning damage.
One per day as a bonus action, use “Sniping Blow” if the initial attack hits. The damage from that attack becomes 2d10+6 lightning damage (functionally making the attack a critical hit).
Two-Handed. Range 300/800 feet; Misfire = 6; Reload = 2.
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: Reload: The weapon can be fired a number of times equal to its Reload score before you must spend 1 action to reload. You must have one free hand to reload a firearm. Misfire: If the attack roll is equal to or less than the Misfire score, the weapon misfires (the attack misses) and the weapon becomes unusable until you spend 1 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., Damage, Combat, Artificer, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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