Zipgun Weapon (special), uncommon This one-handed blaster is designed to be fired only once, but at far above nominal power. You can only fire it by first charging it as an action on your turn, during which time it makes a quiet zipping sound. On your next turn, you can use your action to make an attack with the blaster. If you don't make an attack with the blaster when it is charged, it harmlessly discharges and overheats. An attack with the blaster creates a blast 100-foot long by 5-foot wide line in a direction that you choose. Each creature in the line must make a DC 14 Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. After the blaster is fired, it smolders and becomes nonmagical
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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Range, Ammunition (Firearms), Reload, Vex
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