Antimatter rifle is a powerful ranged weapon listed in the DMG. It holds 2 shots before needing to be reloaded, and deals 6d8 necrotic damage
> Weapon, range
Firearm, futuristic, martial weapon
6d8 necrotic, 2 handed, reload [2 shots]
We remember from death zero we can re-size magical weapons, and our best contender for a ranged variation on oversized shadow blade’s immense damage is the antimatter rifle.
6d8 necrotic, in the futuristic weapons portion of the DMG. Usually this only holds 2 shots, but we can get around this in a few ways.
Getting an Antimatter Riffle
Well aside from starting with them with martial starting equipment, we can fabricate one at 7th level if we use minor conjuration to make one first. [assuming we have smith tool profs] minor conjure a rifle, cast fabricate, turn the rifle into a rifle, and we now have an antimatter riffle that won’t disappear in an hour or when it deals damage. We can also use prestidigitech for one, though this is even more suspect. If we’re in a world where futuristic weaponry is more common, buying it is also an option. I recommend making anyone who starts with the capacity to take martial weapons in their starting equipment take one of these, as they’re also better DPR than prestidigicanon unless something is immune to necrotic.
Getting a magic antimatter rifle
Well the most guaranteed way to get a good magical version of an antimatter rifle is making a pact with a very powerful fiend, which we can make with a true polymorphed version of our simulacrum. This can get us a ‘Wakened’ version of a dragons wrath antimatter rifle, but not an ascendant one.
Dragons wrath weapons:
Weapon (any), varies (requires attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Wakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
We don’t particularly care about the cone, but we do care about the +3 and 3d6.
More ways to get a magical antimatter rifle
-crafting it yourself using a lot of downtime
-wishing for it
-creating magical items using true poly or prestidigitation + nystuls tech, conj tech
Damage Numbers Go brrt
Normal antimatter rifle: 6d8 necrotic
Large: 12d8 necrotic
Huge: 18d8 necrotic
Gigantic: 24d8 necrotic
A 20th level fighter who becomes gigantic [either by glyph jar into a gigantic creature, or into a huge one and is then enlarged] and has 20 dex deals, against a creature with an AC of 21, is dealing roughly 261 damage per round.
Lets apply this to GITM
with just 14 dex, our accuracy isn’t the best. Lets assume we have one attack as our base class at this point, which allows GITM to get 3 in total
This is about 33 damage per shot, or roughly 100 per round, and an awakened antimatter rifle only adds about 3 more damage per shot.
However, a bladesinger gets twice as many shots, boosting us to around 200, and a fighter can shoot 4 times, boosting us to roughly 400 dpr using this method.
We should talk about shooting with advantage. with blindsight of 120ft, advantage isn’t terribly hard to get in most situations, and almost doubles our expected damage to 60 a shot, which would bring us to 360dpr for a bladesinger or 720 for a fighter using a dragons wrath wakened antimatter rifle.
Lets use the same devil tech to get enough stat boosting books to get to 30 dex
Now, with 30 dex and a wakened antimatter rifle, every shot averages 97.5. with 6 shots, this gives us 585 DPR, as we also factor in the +2 on the rifle, giving us a +19 to-hit vs 21AC. This is a whole 5 damage more than bladesinger GITM shadow blade dual wielding.
An ascendant dragons wrath weapon does 101 per shot, or 606 DPR on a bladesinger GITM with 30 dex.
For those keeping track, that’s 1170dpr on a subclassless fighter 20 GITM and 1212 respectively.


The age of melee is over

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