Weapon (rifle, automatic), rare

Description: The Alien Electro-Pulse Rifle is a strange, otherworldly weapon crafted from materials not found on this plane of existence. Its sleek, metallic design and glowing runes pulse with an eerie energy. The rifle is powered by small, battery-like shells that emit a brilliant flash of light upon firing.

Properties:

  • Type: Ranged weapon (uses Dexterity for attack rolls)
  • Range: 80/320 ft
  • Damage: 2d8 lightning damage
  • Area Effect: On a hit, the shell explodes, dealing 2d8 lightning damage to the target and creating a 10-foot diameter sphere of lightning. Each creature within this area must make a DC 15 Dexterity saving throw, taking half damage on a success.
  • Ammunition: The rifle comes with 20 battery-like shells. Each shell is consumed upon firing. Reloading the rifle requires a bonus action.
  • Limited Shots: Once all 20 shots are expended, the rifle becomes inert and requires new shells to be crafted or found (DM’s discretion).

Additional Effects:

  • Lightning Overload: If a creature is hit by more than one shot from the Alien Electro-Pulse Rifle in a single turn, it must make a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Special Rules:

  • Rechargeable: The shells can be recharged by exposing them to a powerful source of lightning or electrical energy, which restores 1d6+1 shells per hour of exposure.
  • Alien Craftsmanship: Due to its alien origin, repairing or modifying the rifle requires proficiency with both Arcana and Smith’s tools, and the assistance of a knowledgeable artificer or arcanist.

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: Weapon Property: Loading, Replace Damage Type: Lightning, Once all 20 shots are expended, the rifle becomes inert and requires new shells to be crafted or found (DM’s discretion). , Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow

osha_arta

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