This magical shotgun has the ability to fire different magical spells out of it at the users discretion. However, this can only be done 3 times per long rest at level 2, and increases at higher levels (5 times - lvl4, 10 times - lvl6, 20 times - lvl10+). After firing the shotgun, you are considered stunned until the start of your next turn and pushed 5 feet back, both are due to recoil. This weapon can also be modified at later dates to change the spells it can fire, but it takes varying amounts of time (DM decides).
It can use the following spells (and when you have the ability to cast higher level spells, you expend charges equivalent to the spell level to cast these at higher levels):
Burning Hands, Fog Cloud, Thunderwave, Chromatic Orb, Magic Missile, and Sleep.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Range, Two-Handed, Ammunition (Firearms), Reload, Push
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