The glistening radiance of this rifle is unlike any other, a shimmering gleam runs across its metallic surface, a pulse of yellow radiance runs along its barrel omitting a faint hum.
This weapon is a Charge Rifle and as such requires a length of time to fire, similar to the mechanics of concentration spells but the effects and damage are at the end of the 'spell'/'charged shot' upon hitting your target.
The ammunition itself is a power source undefined, it glows and radiates with a light blue hue. Whilst holding the trigger to charge, a deep humming will start and slowly get higher in pitch, sounding as a "wom......wom.....wom....wom...wom.." etc.
After 1 turn of play, if concentration is not broken, the rifle will fulfil its charge and fire. A deafening "THUM" will sound with the shot, any creature or character within 20ft of the rifle will become deafened.
The loud shot and bright flash will alert creatures and characters to your location within 100ft.
1d4 True Damage
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: Ranged Weapon Attacks, 5 exhaustion , Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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