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Thundercrack Rifle in Dungeons & Dragons 5e

Thundercrack Rifle

Weapon

Legendary Requires Attunement

You gain a +1 bonus to attack and damage rolls made with the Thundercrack Rifle. If you cause a misfire, you can instead choose to take 1d4 lightning damage and unjam the weapon with a bonus action instead of an action. Due to the inner workings of the weapon, no further modifications can be made by class features.   Misfire. When you roll an attack roll and the dice roll, before modifiers, is equal to or lower than the weapon’s misfire score, the weapon jams. A jammed weapon cannot be used until you use your action to fix the weapon’s malfunction.   Firearm Ammunition. The ammunition used from a firearm is destroyed upon use. All firearm unless stated otherwise use bullets.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
  • Increase the bonus to attack and damage rolls made with the Thundercrack Rifle to +2
  • Overdrive. As a bonus action, you cause the Tesla Module to overdrive. Thundercrack Rifle's weapon damage changes to Lightning while Overdrive is active. Overdrive lasts for 1-minute or until you choose to cancel the effect with a bonus action. You can use Overdrive a number of times per day equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
  • Static Arc. When a creature takes a minimum of 17 damage from the Thundercrack Rifle in one round, they can't take reactions until the start of their next turn.
  • Exalted
    When a character exalts this item, apply the following changes to the item's traits.
  • Increase the bonus to attack and damage rolls made with Thundercrack Rifle to +3
  • Boom Shot. Before firing the Thundercrack Rifle, you can announce a Boom Shot. When you hit a target with a ranged attack made from the Thundercrack Rifle during a Boom Shot, all creatures within 5-feet of the target must make a DC17 Dexterity saving throw or take the same damage dealt to the target and are pushed 5 feet away.

  • Type Damage Damage Range
    Martial Ranged 2d12 Piercing Ammunition (240/800 ft), heavy, loading, two-handed, misfire 2



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