The Thunderstorm Carbine crackles with electrical energy, providing a shocking impact on its targets.
Properties:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Damage: 2d8 lightning damage
Range: 80/320 feet
Special: On a hit, the target must succeed on a DC 13 Dexterity saving throw or take an additional 1d6 lightning damage. The carbine has the Thunderwave spell effect, originating from the targeted enemy, which can only be cast once per short 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.
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: Bonus: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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