Weapon (antimatter rifle), very rare (requires attunement by a Adds full auto to the weapon)

You have a +3 bonus to attack and damage rolls made with this magic weapon. Reloads faster in Gauss hands. The user can switch elements of the bolt and add 1d8 explosion per shot. 

This weapon gets repaired a little bit per short and long rest. 

1 3 bolts (one to 2 short rests to upgrade)

2 6 bolts (5 short or long rests to upgrade)

3 12 bolts (20 short or long rests to upgrade)

4 34 bolts (50 short or long rests)

5 68 bolts (200 short or long rests)

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: Bonus: Magic, Damage: Radiant, Stunned, Adds full auto to the weapon, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

Item Tags: Damage Combat

Yuto_yuya_yugo_yuri

Comments

Posts Quoted:
Reply
Clear All Quotes