When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
This Weapon is powered by Electrum and can have up to 8 charges 'loaded' at a time. after all charges are used it takes 1 full turn to reload and 1 full turn to cool down.
If a natural 1 is rolled the weapon misfires and breaks and cannot be used for two full rounds of combat.
Unnatural Load
This weapon is powered by electrum and fires Metal 'Slugs' or simple metal bars 2in long. If there are no Slugs Available, any small item can be used as ammunition.
Improvised ammunition counts as 2d8 bludgeoning damage.
when firing improvised ammunition roll a d4, and on a 2 the weapon fails and misfires.
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: Additional, Weapon (antimatter rifle), legendary (requires attunement by a This rifle can only be used and operated by its maker), Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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