Weapon (rifle, automatic), rare

 

A nice rifle meant for shooting things. BLAM

Ammo can be crafted outside combat with a Smiths Kit.

      Abilities

Semi Auto: Fire on an enemy up to twice for a guaranteed hit. Enemies take 2d6 piercing damage.

Burst Fire: Fire four rounds in a tight burst, enemies hit taking 1d6 per hit piercing damage. Dexterity check of 10, fail yeilds half damage.

Mag Dump: you can shoot your whole mag, doing 3d12+5 piercing damage.

To calculate shots hit roll one 3d10 and roll a strength check of 12 or higher, half damage on failed throw.

Headshot: The last bullet in your chamber can do massive damage as long as you hit your targets head. Enemies take 1d100 

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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: Bonus: Magic, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow

Item Tags: Damage Combat

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