Weapon (antimatter rifle), legendary (requires attunement)

The Vorpal Antimagic rifle, also known as Prototype-C, is an antimatter rifle that uses a special scope made using the evocularies of the central eye of a beholder and a bioelectrical switch to create an antimagic field. It is also imbued with a crystalline shard of pure magical energy that glistens with radiant energy known as a Vorpal Shard. The Vorpal Shard was created when a Jabberwock of legendary status was felled.

You have a +6 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to necrotic damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you decay off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to necrotic damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be decayed off with this weapon. Such a creature instead takes an extra 6d8 necrotic damage from the hit.

Antimagic Cone. As an Action, you may forgo dealing damage to activate this weapon's anti-magic cone. This creates an area of antimagic, as in the antimagic field spell, in a 90-foot cone; You decide the direction of the cone at the start of each of your turns. This remains active for 1 minute, or until you disable it. Once it has been disabled, it cannot be reactivated until you finish a Long Rest.

Antimagic Ammunition. The Vorpal Antimagic Rifle has 3 charges. As a Bonus Action, you may instead expend a charge to power an antimagic shell. When you score a hit against a creature with this shell, any magical effects or spells that were being concentrated by that creature end. If the creature has innate magical features, it will disable those features until the end of its next turn. You may do this up to 3 times. You regain all charges on a long rest.

 

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, Bonus: Magic Item Attack With Intelligence, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Previous Versions

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Item Tags: Damage Combat

Solauzmyr

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