Description:
Thunderclap is a masterfully crafted, single-shot rifle inspired by the Winchester Model 1876, with an underbarrel shotgun for devastating close-range power. The stock features intricate carvings of storm clouds and lightning bolts, and the weapon emits a low rumble when handled, hinting at the power within. This weapon is favored by sharpshooters who prioritize power, precision, and versatility.
Properties:
- Single-Shot Rifle Mode: When used as a rifle, Thunderclap deals 2d12 piercing damage with a range of 200/700 feet. Due to the single-shot mechanism, reloading takes an action after each shot.
- Shotgun Underbarrel: Thunderclap’s underbarrel functions as a shotgun, dealing 3d6 piercing damage in a 10-foot cone. Creatures in the cone must make a Dexterity saving throw (DC 15) or take full damage, or half on a success. Reloading the shotgun also takes an action.
Special Abilities:
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Thunderous Echo: Once per long rest, the user can fire a shot in either mode with the resounding force of a thunderclap. This shot creates a thunderous blast audible up to 300 feet away. On a hit, the target and any creatures within 5 feet of it must make a Constitution saving throw (DC 15) or be deafened until the end of their next turn and take an additional 1d8 thunder damage. On a success, they take half the thunder damage and aren’t deafened.
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Chain Reaction: Once per day, the user can unleash both barrels at once on a single creature within 30 feet, combining the power of both rifle and shotgun. The attack deals the combined damage of both barrels plus an additional 2d6 lightning damage. After using this ability, both barrels must be reloaded as an action.
Ammunition: Thunderclap requires specially crafted rifle rounds and shotgun shells, reloaded individually.
Reload (1 Shot per Barrel): Reloading either barrel requires an action.
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: Dex score of 15 or higher and a period of at least one week training with the weapon, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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