This is a long-range weapon with a maximum range of 500ft and an optimal range of 80-220ft. Anything under 80ft or between 220-500ft is at disadvantage (Range 80/220/500).
Charges 5
Weapon charges can accrue naturally at 1/Day, or they can be charged using 2 spell slots/levels per charge. These magic charge infusions do not need to be input by the one attuned to the weapon. Charging the weapon in this way takes a full action.
Snipe (Cost 1 Charge):
On a hit the target makes a Dexterity saving throw (DC 15+PB+DexMod), taking half damage on a success. On a fail the weapon deals 7D10 Force and 3D12 Necrotic damage.
Dead or Alive (Cost 2 Charges):
A 20ft sphere (10ft radius) of destruction is made at the point of impact, causing all creatures within to make a Strength Saving throw (DC 16+PB+StrMod) or be thrown 30ft. All creatures within the sphere take 6D10 force damage and any fall damage from being thrown.
Annies Flash of Fury (Cost 3 Charges):
Blinding light is fired from the muzzle, all creatures in a 60ft cone, origin point from the muzzle, makes a CON saving throw (DC 16+PB+ConMod) or be blinded for 1 hour and take 4d10 Radiant Damage. A succesful save prevents blinding, and the creature takes half damage
Cut Off the Path (Cost 4 Charges):
A 60ft sphere (30ft radius) spreads out from the point of impact, ripping through almost all inanimate objects within it and causing all creature types to make a Constitution saving throw (DC 17+PB+DexMod) or take 10D10 Force and 5D12 Electrical damage, half as much on a success.
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: requires attunement by a person who is Proficient with Firearms, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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Posted Sep 17, 2024Credit to TallSpike for the base