Beam Rifle

Beam Rifle is a Primary Power Set for Blasters and Corruptors and a Secondary Power Set for Defenders.

It's not clear how you got your hands on it, but you have an advanced disintegration particle projector. You just call it your Beam Rifle. Maybe it's Rikti tech, maybe you built it in your basement. Maybe it's really just an ornate, elaborate magical staff that you go "pew pew pew" with. Your foes understand what it is -- their doom.

If you lose your beam rifle, you can replicate it using any approximate object that's two to three feet long and best "wielded" with two hands. However, you must complete a short rest while meditating over or tinkering with the new weapon before any of its features become available. This time represents you conjuring, constructing, or adding the necessary components for those features, or unlocking and enabling them if they're already built into the object.

Your Beam Rifle is a ranged attack weapon that requires two hands to aim with. You are considered proficient with it. It has a range of 80/150 feet. The weapon deals 2d8 radiant damage per shot. It does not require ammunition.

As with all ranged attack weapons that you are proficient with, you add your Dexterity Modifier and your Proficiency Bonus to your attack roll, and just your Dexterity modifier to the damage roll.

Beam Rifle Features

Shot Style

At 1st level, your Beam Rifle is capable of making either a pulse shot that can hit a single creature, or a sustained beam that can be swept across multiple targets.

Style: Single Shot

Whenever you make a single pulse shot, make a ranged attack and add your Dexterity Modifier and your Proficiency Bonus to the roll. The shot deals radiant damage equal to 2d8 plus your Dexterity Modifier. If your attack succeeds, your target must make a Constitution Saving Throw or be knocked prone. You may used Charged Shot at 1st level, Lancer Shot at 4th level if Beam Rifle is your Primary Power Set or at 8th level if it is your Secondary Power Set, and Penetrating Ray at 7th level if Beam Rifle is your Primary Power set or at 11th level if it is your Secondary Power Set.

  • Charged Shot (1st): You may opt to take disadvantage on a Single Shot attack roll. If the attack is successful, the target takes an additional 1d8 radiant damage (increased to an additional 2d8 at 6th level and 3d8 at 14th level).
  • Lancer Shot (4th/8th): When you use Charged Shot, you may opt to forego the extra damage and instead if the target fails its Constitution Saving Throw it is stunned until the end of its next turn (as well as knocked prone).
  • Penetrating Ray (7th/11th): If you do not move or use your Bonus Action on your turn, you can make a long-range Single Shot with your beam rifle. For this one shot, your range becomes 160 feet (which is also becomes the maximum range). You gain advantage on the attack roll, or neutralize your disadvantage if you used Charged Shot or Lancer Shot. You must also roll at least one Endurance Die to apply toward your damage.

Style: Sustained Beam

Instead of a Single Shot, you may emit a sustained beam from your weapon. When you do so, you can swing it in a tight arc. Each creature in a cone 80 feet long and 20 feet wide must make a Dexterity Saving Throw or take 3d8 radiant damage.

Starting at 7th level if Beam Rifle is your Primary Power Set or at 11th level if it is your Secondary Power Set, you may focus this sustained beam on a single target instead of sweeping it in an arc. Your target must make a Constitution Saving Throw or take 4d8 radiant damage. This beam will pass through your target and strike one behind it that it is providing cover for, and is capable of passing through it and one more (for four potential targets in total). Each target must make its own Constitution Saving Throw, but roll damage once and apply it to all affected by a single beam.

Disintegrate

Starting at 2nd level if Beam Rifle is your Primary Power Set or at 4th level if it is your Secondary Power Set, your Beam Rifle becomes capable of causing molecular disruption on a creature struck by it. Whenever you score a critical attack roll on a target with a Single Shot, or a creature's unmodified Saving Throw roll is less than or equal to your Proficiency Modifier when you hit it with a Sustained Beam, it suffers from disintegration. A creature so affected suffers vulnerability to radiant damage and is unable to recover hit points by any means. If the affected creature suffers further damage once afflicted with disintegration, any other creature within 10 feet of it must make a Constitution Saving Throw or also start disintegrating (creatures already under this effect are not affected). Disintegration can continue to spread in this fashion. A disintegrating creature can end the effect by using its Action to make a DC 12 Constitution Check.

Aim

At 3rd level if Beam Rifle is your Primary Power Set or at 6th level if it is your Secondary Power Set, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Beam Rifle attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.

Overcharge

At 12th level if Beam Rifle is your Primary Power Set or at 15th level if it is your Secondary Power Set, you may use your Action to select a location that you can see within 80 feet and lob a mass of charged energy from your Beam Rifle at it. Every creature within 25 feet of that spot must make a Dexterity Saving Throw or suffer 3d8 radiant damage. If the target's Saving Throw fails the creature will be stunned until the end of its next turn and be afflicted with disintegration. A creature that succeeds with its Saving Throw still suffers half damage.