This slightly worn shotgun has a single magically reinforced iron barrel and with its stock and under-carriage pump complete an overall sleek and sturdy design. The weapon is able to hold 8 shells ( a cartridge of pellets ) at max capacity before needing to be reloaded. So long as the shotgun has shells loaded the wielder may ignore the reload property. The wielder must chamber a ''shell' by pumping the weapon as part of the attack used to shoot the shotgun. The wielder must make a DC 14 Dexterity ( slight of hand ) Or Strength ( athletics ) check to chamber a round if using only one hand. The shotgun is two handed but may be fired with one hand. If fired with one hand, the wielder must make a Strength ( athletics ) check DC 14, failure results in the weapon being dropped at the wielder's feet.
The weapon deals 2d8+4 piercing damage per standard shot ( DM's are welcome to come up with other ammunition that has other effects or damage ). Creatures of size medium or smaller struck by this weapon are also knocked back 5' opposite the direction of the attack. The target may make a Dexterity or Strength save DC 15 on a success they are not moved.
The weapon's modified range is 60'/120'
Reloading: 1 action may be taken to reload the weapon with up to 8 shells.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Damage: Piercing, Range, Two-Handed, Ammunition (Firearms), Reload, Push
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