Weapon (musket), rare (requires attunement by a Requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

*An arcane auto-chambering mechanism ignores the Loading property. You use your Intelligence modifier for attack and damage rolls. This weapon can serve as a spellcasting focus for your Artificer spells.

Calibration protocol

When you hit the same creature with this weapon on consecutive turns, your targeting data accumulates. The bonus resets if you miss the creature, attack a different creature with this weapon, or go a full round without attacking it.

 
1st hit — Baseline acquired
Normal damage. The creature's outline shimmers faintly in your scope — you learn its AC.
 
2nd consecutive hit — Pattern locked
Deal an extra 1d6 force damage. You learn the creature's damage vulnerabilities, resistances, and immunities.
 
3rd+ consecutive hit — Axiom resolved
Deal an extra 2d6 force damage and your critical hit range with this weapon expands by one for each consecutive hit against this creature (e.g., 3rd consecutive hit is a crit on 19-20, 4th is 18-20, etc.)
 
Volatile cartridges (3 charges, regain all at dawn)

As part of an attack with this weapon, you can expend 1 charge to load a volatile cartridge. On a hit, the cartridge effect triggers in addition to normal damage. On a miss, the charge is still expended.

 
Voltaic cartridge
The target takes an extra 2d8 lightning damage. If the target is wearing metal armor or is made of metal, it has disadvantage on the next attack roll it makes before the end of its next turn.
 
Nullifying cartridge
The target takes an extra 1d8 force damage and must succeed on an Intelligence saving throw (DC 16) or lose concentration on any spell it's maintaining. On a failure, the target also can't cast spells until the end of its next turn.
 
Fragmenting cartridge
The projectile bursts on impact. The target and each creature within 5 feet of it must make a Dexterity saving throw (DC 16). Each creature takes 2d6 piercing damage on a failed save, or half as much on a success. The original target automatically fails.
 
Additional properties

 
Field analysis
While attuned to this weapon, you can use an action to peer through the scope at a creature within range. You learn the creature's creature type and whether its current hit points are above or below half its maximum.
 
Defender uplink
Hits made against creatures within 5 feet of your Steel Defender count as consecutive for Calibration Protocol even if you attacked a different creature in between, as your Defender maintains the targeting lock.

Proficiency with a Musket 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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Bonus: Magic, Requires attunement, Damage, Combat, Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Item Tags: Damage Combat

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