8 lbs. 3000gp, 2d8 piercing - ammunition (firearms), range (80/240), reload (15), misfire (depends on mode), two-handed, burst fire, slow
This rifle has two modes that can be switched with an item interaction: Semiautomatic and Automatic. It can only be in one mode at a time.
Semiautomatic Mode: The Assault Rifle can Single Fire dealing 2d8 piercing damage with each attack. It's misfire score is one and each attack costs one bullet. This mode stacks with features like extra attack.
Automatic Mode: As an action, you can expend 5 pieces of the Assault Rifle's weapon's ammunition to spray shots in a 10-foot Cube within the weapon's normal range if you have a line of sight, called a Burst Fire. Each creature in that area must succeed on a DC 8+proficiency+Dexterity modifier Dexterity saving throw or take 8d8 piercing damage. Roll the weapon's damage once, and apply it to each creature that failed the save. The Burst Fire range is reduced by half (40/120), and if the 10-foot cube is at long range distance then creatures have advantage on the saving throw. Burst Fire doesn't stack with extra attack, and the misfire score is 3 (roll a d20 for each Burst Fire).
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Weapon Property: Two-Handed, Weapon Mastery: Slow (Automatic Rifle), Reload, Misfire
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