Arcane Peacekeeper
Weapon (Arcane Spellshot),
The Arcane Peacekeeper is an ingenious fusion of artificer craftsmanship and arcane engineering. Instead of powder and ammunition, it houses a revolving cylinder fitted with six enchanted arcane crystals. Each crystal stores a single magical charge.
The cylinder releases and swings to the side, allowing it to be spun by hand. This motion realigns the crystals and recharges the weapon's enchantment. During this process, the wielder may attune the next six shots to a different elemental energy.
A series of finely etched runes travels the length of its octagonal barrel, nearly invisible unless viewed by one trained in the arcane arts. With each shot, the cylinder smoothly rotates, bringing the next crystal into alignment before releasing another bolt of condensed magical energy.
Magic Weapon
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Arcane Cylinder
The Arcane Peacekeeper holds 6 charges. Each attack expends 1 charge.
When all 6 charges have been expended, the weapon cannot be fired until it is recharged. As a bonus action, you spin the cylinder to recharge all 6 arcane crystals.
Whenever you recharge the weapon, choose one of the following damage types:
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Piercing
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Force
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Fire
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Cold
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Radiant
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Poison
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Thunder
Until the cylinder is empty again, all shots deal the chosen damage type. The damage type cannot be changed until all six shots have been fired and the weapon is recharged.
Arcane Impact
Once on each of your turns, when you hit a creature with the Arcane Peacekeeper, you can force that creature to make a Dexterity saving throw against your spell save DC.
On a failed save, the creature is knocked prone.
Lucky Shot
When you score a critical hit with the Arcane Peacekeeper, you may immediately make one additional attack with it. This additional attack does not count against the normal number of attacks you can make on your turn.
Arcane Misfire
Once per turn, when you roll a natural 1 on an attack roll with the Arcane Peacekeeper, the weapon misfires. Until repaired, it cannot be fired.
You can clear the malfunction by spending an action to realign the cylinder and stabilize the arcane runes, after which the weapon functions normally.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Prone, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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