one of 5 "alchemist weapons" this rife has been infused with certain magical traits to make it more potent. these special weapons are built by a case by case baseus, thus only those with enough gold can be able to even get one, let alone order muitple. the alchemist rife has a special mechaism installed in the middle of the gun where one puts a small vial of magic into a slot at the top and flip a small switch on the other side of the bolt in order to open a alchmial tigger that transfers the magic within the vial into the bullets. once fired the bullets are coated in magic and fired at 10 feet per second. only those with connections to alchemist's or with enough gold can hope to afford one, because of this it is rare to see a non-alchemist use one but thanks to the efferts of the tuskergard workshop more of these weapons have entered the market.
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: Damage: Fire, Deafened, Paralyzed, Poisoned, Prone, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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