Weapon (bad news (exandria)), rare

This advanced rifle, designed by the Arkans, combines futuristic technology with arcane magic. The weapon is sleek, with a metallic finish adorned with glowing runes and symbols. It hums with barely contained energy, ready to unleash devastating power.

Properties:

  • Range: 150/600 ft.
  • Damage: 2d10 lightning damage
  • Weight: 10 lbs.
  • Ammunition: This weapon uses special energy cells, each containing enough power for 20 shots. The rifle can hold one energy cell at a time.

Alternate Fire Mode: Arc Burst

  • Charge Time: 1 action
  • Effect: Instead of firing a single shot, the user can charge the rifle for one round, releasing a burst of arcing lightning on their next turn.
  • Range: 30 ft. cone
  • Damage: 4d10 lightning damage
  • Saving Throw: Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes full damage and is stunned until the end of its next turn. On a successful save, the creature takes half damage and is not stunned.
  • Special Features:
  • Arcane Sight: The rifle is equipped with an arcane scope that grants advantage on Perception checks made to spot creatures within its normal range.

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

THIS IS UNOFFICIAL MATERIAL

These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.

Notes: Two-Handed, Reload, Misfire

JoeyBags99

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