+4 to hit
8d10 piercing damage
(uses tiny rocks and nuts as ammo)
it can switch between hand and machine gun
Firing lighter, easier to control rounds, the Submachine Gun is an effective alternative to larger automatic weapons.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Automatic. When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.
Notes: Ammunition, Light, Reload, Firearm, Automatic
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