Weapon (antimatter rifle), artifact (requires attunement by a Sorcerer, Warlock, or Wizard)

This Rifle grants a +8 bonus to attack and damage rolls made with it. While holding it, you gain a +6 bonus to spell attack rolls, and spell save DC

Imbued with a Rattyler Dragon heartstring it was further upgraded. All shots now deal an additional 4d10 fire damage. As you fire the weapon the sound of a rattlesnake can be heard causing a fear aura around you all creatures in 20ft of you that do not consider you friendly must make a DC18 wisdom save or be frightened for 2 turns

Having been imbued with the blood of a Latrodachne this weapon has adapted. Having been upgraded by the mind of a certifiable genius it has been upgraded l, it now deals an additional 10d10 +25 force damage.

Silk Shot: once per turn when you attack with this weapon you can force a target to make a Dexterity saving throw DC 17 on failed save the Targets speed is reduced to 0ft until your next turn. On successful save targets movement speed is halved until your next turn

The rifle has 20 charges for the following properties. The rifle regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rifle retains its +3 bonus to attack and damage rolls but loses all other properties. On a 20, the rifle regains 1d8 + 2 charges.

Power Shot. When you roll to hit with a attack using the rifle, you can expend at least 1 charge to deal an extra 3d6 force damage to the target.

Spells. While holding this rifle, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

 

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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Spell Attacks, Bonus: Magic, Bonus: Spell Save DC, Damage: Force, Damage: Fire, Sorcerer, Warlock, or Wizard, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
5/8/2024 7:53:21 AM
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6/4/2024 9:52:56 AM
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UncleLeofire

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