This is the first practical lever action rifle. It deals 2d8+5(piercing damage)
Reload Action: The player can take an action to reload all 15 rounds into the rifle.
Spin-Cock Action: The player can spin-cock the rifle and gain advantage on charisma checks (and charisma based skill-checks) after the spin-cock has been made. To successfully perform a spin-cock you must get a 12 or higher on an acrobatics check.
Quick-Load Bonus Action: Once every five turns a player can take a bonus action to fully reload the rifle if they succeed in a slight of hand check of 13 or higher. If failed they only load 7 rounds.
Half-Load Bonus Action: Once every three turns the player can take a bonus action to load 7 rounds into the rifle.
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
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