You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can fire this weapon in a semi-automatic mode. When you take the attack action, you can make two attacks with the Arcane Blaster instead of one.
Toxic Burst: Once per short rest, as an action you can unleash an Arcane Burst. When you hit a creature with this shot, the target takes an extra 2d8 poison damage and must succeed on a DC 15 Constitution saving throw or have the Poisoned condition.
Modular Magic: Can be used to cast a selection of spells that correspond to the type of core equipped within the blaster. Using a spell consumes a number of charges equal to that spell's level. The charges reset themselves at Dawn of each day.
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.
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: Additional, Feat: Sharpshooter, Poisoned, Toxic Burst - Once per short rest, as an action you can unleash a Toxic Burst. This shot deals an additional 2d8 poison damage and poisons the target for one minute if they fail a DC 15 Constitution saving throw., Damage, Combat, Range, Ammunition (Firearms), Reload, Vex
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