B.A.M.P.E.W. (Brightside's Anti Material Projectile Ejection Weapon)
In the ancient times of Eldoria, there existed a legendary artificer named Saint Brightside, renowned for his unparalleled craftsmanship and enchanting prowess. Saint Brightside was a figure of great reverence, known for his unwavering dedication to the art of smithing and his profound knowledge of the arcane.
Brightside's magnum opus was to be his greatest creation: a weapon capable of defeating the mightiest of foes, the dreaded Tarrasque. He embarked on an arduous journey to the heart of the Stormforge Mountains, where he unearthed a rare and precious metal, adamantine. This metal was known for its indestructible properties and innate affinity for magic.
With the adamantine in hand, Brightside began the painstaking process of forging the rifle, a task that took decades of relentless labor. The rifle's barrel was adorned with five rings, each intricately engraved with ancient runes of power. These rings glowed with an ethereal light, pulsing with the arcane energy they harnessed.
To infuse the rifle with unparalleled magical potency, Brightside ingeniously exploited the powerful Glyphs of Warding. Using these glyphs, he inscribed three Enlarge spells and two Permanency spells onto the rings. This intricate combination allowed the rifle to amplify the size of any projectile from an ounce to 32 pounds. Furthermore, a final Glyph of Warding containing a Fireball spell was required to fire the projectile, accelerating the massive projectile to MACH 2.4 and releasing the immense destructive power upon impact.
The rifle became a weapon of legend. Its shots echoed like the roar of a storm, and its bullets, crafted from intricately carved diamonds, could pierce the toughest armor and vanquish even the most formidable creatures.
B.A.M.P.E.W.'s legacy grew as it became a symbol of hope and defiance, a testament to the indomitable spirit of those who dared to wield it.
Now, in the hands of a new hero, B.A.M.P.E.W. stands ready to face the ultimate challenge—the slaying of the Tarrasque. With its ancient power and the courage of its wielder, it may just prove to be the key to turning the tide in the battle against darkness.
Though Saint Brightside is lost to the sands of time, his blueprints for this formidable weapon remain. With the aid of a skilled Forge Cleric, B.A.M.P.E.W. can still be crafted, continuing the legendary legacy of its creator.
His calculations are hurriedly scribbled on the back of the worn blueprint, outlining the weapons destructive capabilities.
the mass is amplified by eight times while the projectile size is amplified twice, meaning that the final force must be divided by two to compensate for the additional surface area.
Mass times acceleration of a standard rifle is 1.00z (given weight of diamond projectile, a lead projectile weighs 3.2z) times 2730ft/s = 23.59N
Amplification one, double projectile size, eight times the mass.... result = 8.00z times 2730ft/s divided by two final result 94.36N
Amplification two, quadruple projectile size, 64 times the mass.... result = 64z times 2730ft/s divided by four final result 377.44N
Final Amplification, octuple projectile size, 512 times the mass... result = 512z times 2730ft/s divided by eight final result 1509.74N
Original weapon damage, 10 (2D10) Multiply by 0.31 due to projectile weight differential (expressly for balancing purposes.) = 3 (1D6)
Amplification equation = 1509.74 divided by 23.59 = ~64 times
Final Damage Calculation = 96 (64D6)
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: Damage: Force, Deafened, Uses all of an artificers attunement slots to function properly, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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