You have a +1 bonus to attack and damage rolls made with this magic weapon.
Sniper. this weapon deals 1d10 piercing instead of its normal damage and has a range of 80ft/380ft
Arcane Weapon: you can use your intelligence or wisdom modifier for damage. you can use this weapon as a spellcasting focus.
Magic ammo: this weapon dose not require to be loaded and it shoots magical ammo for the sake of turning Immunity from piercing into resistance from piercing.
Overcharge. You can use a bonus action once per encounter to deal a Extra number of die equal to half your wisdom or intelligence modifier (rounded up)
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Requires Attunement by ranger, artifier, wizard or warlock., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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