Weapon (pistol), legendary (requires attunement)

A weapon unlike any other, used to attack enemies from range in blinding flashes of fire and elemental force. The body of this gun is made entirely out of a smooth, sleek, black material, with blue, luminescent glyphs running along the body. 

Dormant

  • The wielder gains a +1 to attack and damage rolls with this weapon.
  • This weapon gains 4d4+4 charges at the beginning of a new dawn, to a maximum of 20. Physical ammunition is not required for this gun. The amount of charges this gun gains is the amount of ammunition the gun has for the day. Once all the ammo has run out, the gun cannot fire any more until the next dawn. At the beginning of a new dawn, any remaining charges are lost.
  • Once this gun has been attuned to you, you can choose to dismiss or summon the gun as a bonus action. Additionally, this gun cannot be disarmed from you unless you are incapacitated. 
  • As this is a magical gun, it is incapable of misfiring.

Awakened 

  • The wielder gains a +2 to attack and damage rolls with this weapon.
  • The maximum amount of charges the gun can hold increases to 4d6+6, to a maximum of 30.
  • The wielder can choose to spend 2 charges to fire off an chromatic bullet of energy. When the wielder chooses to do this, they may choose to deal an additional 2d10 fire, lightning, cold, poison, or acid damage.

Exalted

  • The wielder gains a +3 to attack and damage rolls with this weapon.
  • The maximum amount of charges this gun can hold increases to 8d8+8, to a maximum of 30.
  • Ammunition fired by this guns deals and additional 1d6 force damage. 
  • When you successfully hit an enemy with this gun, you can spend 3 charges to mentally stun the enemy. An enemy must make a Wisdom saving throw DC 16. On a fail, the enemy takes an additional 2d4 psychic damage, and is stunned until the start of your next turn. On a successful save, they take half damage, and are not stunned.

Illustrious State

  • As an action, you can unlock the raw arcane energy of this gun, and unleash it in one deadly blast. The wielder may spend at least 15 charges to attack a creature within range. The creature must make a Dexterity saving throw, DC 17. On a failed save, the target takes 15d6 radiant or necrotic damage (wielders choice), is knocked knocked prone and stunned. On a successful save, the target takes half damage, and suffers no additional effects. The wielder can choose to increase the damage by 1d6 for each additional charge spent, to a maximum of 20d6. Once this ability is used, it cannot be done so until the next dawn. 

Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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: Piercing, Range 100ft/400ft, Loading, Range, Ammunition (Firearms), Vex

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