nail (mini)gun.
use action to fire 12 nails at the enemy, doing total 3d4+1 damage. You can also fire 6 nails at 2 enemies for 1d4+1 damage on each enemy. Nails stick to an enemy for 5 turns BUT will disappear if the magnet attracting an enemy with nails in them disappears
use bonus action to fire a nail magnet then 3 more nails (2d4 damage for the nails and 1d4 for the magnet), if there is an existing nail magnet, only shoot 3 nails. The nail magnet draws all nails to it, works differently depending on if attached to an enemy or the terrain. Magnet lasts different times depending on the location
If on enemy: unsticks all nails currently stuck to that enemy and deals the damage again (guaranteed 2d4 because of the 3 nails from the attack, do 2d4 extra per 6 nails) also makes all nails do 2x against the enemy and all nails hit the magneted enemy no matter where you aim. Lasts 2 turns
If on terrain: pull ANY creature with 6 or more nails to the magnet location, but can only pull 4 enemies per magnet, as well as attracting any more shot nails to the magnet, creating a nail trap, if an enemy moves into the nail trap, it does 1 damage per nail in the nail trap, as well as an extra 1d4 per 6 nails. nails in a nail trap will disappear with the magnet. Lasts 3 turns plus 1 for every 2 enemies attracted to the magnet, or every 24 nails in the nail trap.
Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Damage: Piercing, Ammunition, Light, Loading, Range, Vex
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