Favored by the Peacemakers of Progress, an elite troop of guards assembled by Uppercrest Investor's Guild, these magitech masterpieces can shoot a cupcake off a crenellation at 100 yards. This weapon has the piercing superior strike feature
Enhanced Beam: You gain a +2 to attack and damage rolls made with this weapon
Energy Sniper: Attacking at long range doesnt impose disadvantage on ranged weapon attack rolls made with this weapon. The weapon doesn't have the ammunition property, and deals Lightning damage instead of piercing damage. It still requires you to reload it, which you do so by allowing it to accumulate electrical energy for more shots. Due to the specific reloading mechanic of this weapon, the Gunner feat cannot bypass the reloading property on this specific weapon.
Enforcer's Beam: As an action, you can fire a beam of pure energy in a 60 foot long, 5 foot wide line. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 7d4 Lightning damage
Piercing Shot: You fire a shot from your weapon packed with destructive force. It flies in a straight line a number of feet up to your weapon’s normal range. Each creature whose space the ammunition passes through must make a Dexterity saving throw. A creature takes piercing damage equaling a number of d6s equal to your proficiency bonus on a failure, or half as much damage on a success. The shot stops early after it passes through the space of a Huge or larger creature or an object more than 1 foot thick or with an AC of 17 or higher
Loud: The sound of this weapon discharging alerts all hearing creatures within 500 ft. This range is doubled in echoey locations, such as cave systems, and where sound travels faster such as underwater
Reload: 6 Shots can be made with this weapon. A character must then reload it using 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: Replace Damage Type: Lightning, Bonus: Magic, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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