This extraordinary firearm is a marvel of arcane engineering, resembling a sleek, finely crafted rifle with intricate, celestial engravings. The Astral Transporter Rifle fires magical projectiles that momentarily teleport struck targets to a distant, random location within the same plane. Its ethereal ammunition is unique and not easily replaceable.
- Damage: 2d8 piercing
- Range: 60/240 feet
- Ammunition: 10 rounds (special, ethereal projectiles)
- Reload: 1 round
- Properties: Two-handed, loading
- Special Feature: When you hit a creature with an attack using this weapon, the target must make a DC 16 Constitution saving throw. On a failed save, the target is teleported to a random location within 300 feet of their original position. On a successful save, the target takes the weapon's damage but is not teleported. Creatures that can't be teleported or are immune to such effects automatically succeed on the saving throw.
- Ammunition: The ethereal ammunition used by the Astral Transporter Rifle can only be found in rare, hidden locations or acquired through trade with knowledgeable planar merchants. Each round of ammunition costs 50 gold pieces.
- Properties: The Astral Transporter Rifle can be used to make ranged attacks, but it requires a full round to reload, making it less suitable for rapid-fire combat.
- Durable Craftsmanship: The Astral Transporter Rifle is finely crafted and resistant to wear and tear. It has advantage on saving throws against being damaged or broken.
The Astral Transporter Rifle is an enigmatic and powerful weapon that can turn the tide of battles, offering both utility and lethality to those who wield it.
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: Teleportation, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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