Weapon (antimatter rifle), very rare (requires attunement by a You must attune different emotions)

Damage: 2d10 piercing + an additional 1d10 for each grit point expended (optional)

Properties:

  • Ammunition: Special (See below)
  • Range: 200/800 feet
  • Reload: 200 rounds (requires a bonus action to reload)
  • Special: The Affectus Magnus has a unique ability called "Emotion Divination"

Emotion Bullets: The gatling gun is equipped with chambers that focus magic, that allow it to channel emotions. You're able to different emotions, allowing Arin to channel them into his attacks. Arin can change the Emotions as a bonus action. Each emotion imbues the gun's attacks with a different effect:

  1. Rage: +2 bonus to damage rolls, and attacks made with the gatling gun have advantage on Strength saving throws to resist being pushed or knocked prone.
  2. Serenity Attacks made with the gatling gun have a +2 bonus to hit, and it gains a 20-foot radius aura of calm, providing advantage on Wisdom saving throws to resist fear or charm effects for allies within the aura.
  3. Determination: Critical hits with the gatling gun deal an extra 2d10 damage, and Arin gains temporary hit points equal to the damage dealt with a critical hit.
  4. Despair: Enemies hit by the gatling gun must make a Wisdom saving throw (DC 18) or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
  5. Joy: Critical hits with the gatling gun heal Arin for an amount equal to the damage dealt, and he gains advantage on saving throws against being frightened or charmed.

Special Ability - Surge: Once per day, Arin can activate the Emotional Surge as a bonus action. This ability allows him to temporarily combine the effects of two Emotions for the next 1 minute. However, after using Surge, Arin cannot use it again until he completes 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: You must attune different emotions, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

LucidPlanet

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