Arcane Burst - Once per short rest, as an action you can unleash an Arcane Burst. This shot deals an additional 2d8 force damage and pushes the target back 10 feet if they fail a DC 15 Strength saving throw.
Mystic Reload - As a bonus action, expend a spell slot (1st level or higher) to reload 3 shots per spell slot level. Reloaded shots deal force damage for 1 minute.
Ethereal Shot - Once per short rest, as an action, you can fire an Ethereal Shot. This shot ignores cover and deals 1d10 psychic damage instead of piercing damage
Arcane Sight - You can use an action to cast the Detect Magic spell without expending a spell slot. This ability can be used three times per day.
Semi-Automatic Fire - You can choose to fire the Arcane Blaster in a semi-automatic mode. When you take the Attack action, you can make two attacks with the Arcane Blaster instead of one.
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: Range, Ammunition (Firearms), Reload, Vex
Comments