Weapon (rifle, hunting), artifact (requires attunement)

While firearms are rare, this weapon is truly one of a kind, designed by a renowned arcane tinkerer. Its arcane core allows it to produce its own ammunition, automatically creating one piece of magic ammunition. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

This weapon has 8 charges and regains 1d6 + 1 expended charges daily at dawn. 

The weapon has been further improved upon to adapt to changing situation around the owner. As a bonus action the wearer can change the weapons settings. 

Atomic Annie - Base

The weapon functions as it normally would. The max range of the weapon is 120ft

1 Charge - Empower. Upon a hit, the target takes an additional 1d6 force damage. (Twijfel nog om deze te verwijderen of bij pistol toe te voegen)

Atomic Annie - Shotgun

The weapon shortens its barrel and allows for more close usage. This shortens the range of the weapon but increases its spread and power. The damage die of the weapon changes to a d6. The max range of the weapon is 15ft. (Edit notes: Twijfel nog over range 5 -  10 - 15ft)

Upon a hit, the target takes 4d6 force damage and must make a Strength (Athletics) check or be pushed 5ft away.

2 Charges - Blast. A fan of force erupts from the barrel. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 4d8 Force damage on a failed save, or half as much damage on a successful one.

Atomic Annie - Sniper

The weapon lengthens its barrel and allows for extended range. This expends more power per shot but increases the precision and damage. The damage die of the weapon changes to a d12. The max range of the weapon is 600ft. Each shot expends a charge of the weapon. 

Upon a hit, the target takes 2d12 force damage and allows for re-rolling 1's and 2's on Critical hits

Atomic Annie - Pistol

The weapon alters it shape to fit exactly into the hand of the wearer. This changes the way the wearer would fight with it and allows for one handed usage. The damage die of the weapon changes to a d8. The max range of the weapon is 60ft

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

Item Tags: Damage Combat

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