Weapon (rifle, hunting), legendary (requires attunement by a by a Ranger, Artificer, and having a Dexterity score of 24)

You have a +8 bonus to attack and damage rolls made with this magic weapon.

You have an additional added range of +30 to minimum and +120 to maximum. You also deal an additional 1d10 piercing damage with this rifle, so in total, and before any modifiers, this weapon deals 3d10 piercing damage.

A hefty, 12.7mm sniper rifle that loads only 1 round, but also modified with a hefty muzzle break, a tripod for aiming, and 1 hefty recoil dampener for a barrel too.

You're able to penetrate through armor or natural armor that's below the strength of Adamantine. Along with normal brick walls and concrete/stone used in most buildings that're not reinforced, or larger than a traditional modern toilet. 

Misfires on a base hit score of 5 or below.

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: Bonus: Magic, by a Ranger, Artificer, and having a Dexterity score of 24, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow

Item Tags: Damage Combat

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