Weapon (antimatter rifle), artifact (requires attunement by a Wizard, paladin, sorcerer, artificer, ranger, or warlock to use this weapon’s magical properties.)

You have a +3 bonus to attack and damage rolls made with this magic weapon. You may sacrifice a spell slot to multiply this weapon’s damage the level and quantity of slots is the multiplier. You must load this weapon with mana stones the higher the grade the more this weapon’s damage is multiplied.

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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Magic, Damage: Force, Exhaustion, Poisoned, Wizard, paladin, sorcerer, artificer, ranger, or warlock to use this weapon’s magical properties., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

chaseking124

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