Lever Action Rifle +1
Ranged weapon (martial, firearm)
Category: Wonderous item
Damage: 1d12
Damage type: Piercing
Item Rarity: Very Rare
Properties: Two handed, Loading, Ranged
Reload: 1 action (5 shots)
Misfire: 3 or lower to hit.
Range: 180/240
Weight: 15
Dormant: Rifle +1
You gain a +2 bonus to attacks and damage rolls made with this weapon, which deals radiant damage instead of piercing damage. When you hit an Undead with it, that target takes an extra 1d8 gradient damage.
The rifle illuminates from within and emits bright light in a 15-foot radius and dim light for an addition 15-feet. The light is sunlight. While the illumination persist you can use an action to expand or reduce its radius of bright or dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Awakening: Rifle +2
Your bonus to attack and damage rolls made with this magic weapons increases to a +2
As this weapon evolves, so does your understanding for the pantheons, Apollo sheds his radiance upon you and blesses you with the ability to cast the sacred flame cantrip at will. As well as once a day you can cast the daylight spell , which emanates from the rifle.
Awakened: Rifle +3
Your bonus to attack and damage rolls made with these made with this rifle increases to a +3
None that reside in the light are beyond Apollos Reach
The rage of this rifle is doubled while in the light of day.
Apollo also blesses you with another boon. You can now summon Apollo's Chariot once per day. This feature works the same as the spell Find Greater stead, but instead of summoning a creature you summon Apollo's golden Chariot, Which is yoked to a team of four radiant steads. Apollo's Chariot has the same description as a Flying Chariot being pulled by a team of Pegasus.
Chariots:
Chariots and the creatures being pulling them work like controlled mounts, as described by the mounted combat rules in the Players Handbook, but with the following differences:
- Mounting or dismounting a chariot cost you 5 feet of movement, rather than number of feet equal to half your speed.
- Being mounted on a chariot grants you half cover.
- A chariots speed is equal to the slowest creature pulling it.
- If multiple creatures are pulling the chariot, they all act on the same initiative, and they must make the same action on their turn.
Exhalted: Rifle +4
Apollo has been a guiding light in your travels for a while now and because of your faithfulness and courageousness, he bestows upon you the title of his champion.
The magic rifle begins to change form increasing the number of rounds , caliber size, and diameter of the barrel. The rifle now holds 10 rounds and does 2d12 radiant damage. Its standard range is now increased to 200/800 and a misfire is is lowered to a 2 or lower.
Right to Bare Arms: As an action you present Apollo's Reach, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a constitution saving throw. A creature takes 2d12 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover is unaffected.
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: Requires Attunement by a creature proficient with firearms., Creation, Damage, Artificer, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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