The Psilencer does not fire traditional ammunition. Rather, it focuses and amplifies the psychic might of its wielder into an amplified energy pulse that is released as a beam of unstoppable force. These arcane weapons harness the psychic potential of the user, who must unleash a bolt of psychic force into the containment core of the device. This burst of energy is then amplified and directed by the crystals in the weapon. It is unknown how the Psilencer came to become part of the Grey Knights' arsenal. The technology is surly of xenos origin, for it is unlike almost anything else that can be found in the armouries of the Imperium. It is not known whether the Psilencer was constructed from stolen technology or technology given freely. The Grey Knights remain silent on this matter.
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.
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: Replace Damage Type: Psychic, Range, Ammunition (Firearms), Reload, Vex
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