A .50 Caliber Anti Material Rifle that shoots .50 caliber BMG bullets. The barrel length is 29", has a muzzle break that can have a silencer attached, a thermal check pad, a hand grip mounted on the rail, and a x5-25 scope on the top. The .50 caliber BMG bullets can penetrate almost any object, hence the name Anti-Material Rifle. When shot, the recoil causes you to lose all your remaining actions for your turn, and must be the only action used that turn when firing.
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: Damage: Piercing, For more information on Anti-Material Rifles, visit the Anti-Material Rifle page on Wikipedia for more information., Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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