Weapon (rifle, automatic), very rare (requires attunement by a Requires one short rest.)

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

When making an attack with this weapon, roll a d20. Add your proficiency modifier if you are proficient in firearms. The outcome will be determined based upon the roll’s result.

1-10: catastrophe. The weapon explodes and will require repairs to be functional again. Every creature in a 10ft radius must make a DC20 constitution saving throw or take 4d6 fire and 4d6 necrotic damage, or half as much on a successful one. Additional side effects may occur.

11-14: minor damage. The weapon is stable enough to use but harms the user. The user takes 2d6 necrotic damage after this weapon has been fired, and the same amount is reduced from their hit point maximum until their next long rest. 

15-20+: success. The weapon is fired successfully with no additional side effects. 

Natural 20: additional effects may occur to the target.

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, Requires one short rest., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow

Item Tags: Damage Combat

galaxyandstars

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