Weapon (revolver), rare (requires attunement by a by a good or neutral creature)

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

This weapon has three charges. You may expend one charge to cast the bless spell as a bonus action, it regains all expended charges each day at dawn, and one charge when an attack made using it is a critical hit. 

When you make an attack and score a critical hit with this weapon, it becomes momentarily charged with celestial energy and gains the breath of the angels property for the next three rounds.

You may also expend one or more of this weapon's charges as a bonus action to activate Breath of the Angels for a number of rounds equal to the charges expended. 

Breath of the Angels 

When you hit with an attack using this weapon against a creature, it deals an additional 2d4 radiant damage. If the creature is a fiend or undead, it deals an additional 1d4 radiant damage. 

Denied

When an evil creature attempts to attune to this item, it must make a DC 16 Charisma saving throw or take 3d4 radiant damage as blinding light flares forth from the weapon, this damage ignores resistance and immunity. The attunement always fails, regardless of the outcome of the saving throw. 

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: Bonus: Magic, Damage: Radiant, Damage: Radiant, by a good or neutral creature, Range, Ammunition (Firearms), Reload, Sap

somerandomfighter

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