This weapon was created from forbidden schematics. It is a precise fusion of arcane magic and contemporary craftsmanship. It features an arcane chamber, a heliolithic condenser, and its shots are propelled through runic ignition. The weapon is not yet perfect, but it fulfills the purpose for which it was forged.
Misfire
This weapon has an initial Misfire score of 1. Whenever you make an attack roll and the result is equal to or lower than the current Misfire score, the shot fails. In addition, you must use an action to attempt to repair the weapon using Smith’s Tools (DC 8 + current Misfire score). If the user fails the repair check, the weapon breaks and must be repaired outside of combat in a short rest.
The weapon has a limit of 4 Misfire, also Misfire increases do reset after a combat as the gunner repairs the gun. When Misfire limit is reached user cannot use any arcane shot and every time it makes a shot it takes 1 radiant damage. Weapon needs to be fixed using Smith's Tools (DC 8 + current Misfire score) as an action.
Arcane Shots
Save DC = 8 + Proficiency Bonus + Dexterity Modifier
- Dawn Flare Shot (1 Bullet / + 1 Misfire): After hitting a creature with this arcane shot, it takes normal damage and must succeed on a Constitution saving throw or have disadvantage on first attack roll until the end of its next turn.
- Resonant Seal Shot (1 Bullet / + 1 Misfire): After hitting a creature with this shot, it takes normal damage and must succeed on a Strength saving throw or be pushed 10 feet away from the shooter.
- Solace Shot (2 Bullets / + 2 Misfire): After hitting a creature with this shot, it deals 1d8 damage instead of 1d10, and allies within 10 feet of the shooter gain temporary hit points equal to 1d4.
- Last Light Shot (2 Bullets / + 2 Misfire): After hitting a creature with this shot, it takes normal damage and an additional 1d6 radiant damage.
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: Ranged Weapon Attack: Piercing, Loading, Range, Ammunition (Firearms), Vex