Alexander's Tri-Thrower M1-CFL consist of an pack full of unstable arcane energies that allows the user to swap the elemental blast that come forth from the attached firing apparatus as well as change the way in which it fires, but at the cost of danger to the operator due to it's instabilities.
Unsteady Source: Due to the unstable arcane energies stored withing the weapon's pack, as a bonus action you can swap between Cold, Fire, and Lightning damage.
Secondary and Tertiary Fire: The firing mechanism's of the Weapon allow it to alter fire to more powerful options but is limited less the weapon be complete drained and useless. Alexander's Tri-Thrower M1-CFL has 15 charges and recovers 1d6 + your proficiency bonus each dawn.
As an action you can expend 3 charges to fire 3 beams (can be one or multiple targets) with a range of 60ft dealing 2d6 + your DEX or INT Modifier of currently selected damage type.
As an action you can expend 3 charges to fire in a 15 foot cone in which each creature must make a DC 15 + your proficiency bonus DEX saving throw or take 5d6 of currently selected damage type or half as much on a successful save.
Backfire: A draw back of the weapon's unstable energy source is the harm it puts both it's user's and their allies in. If the user ever rolls a 1 on their attack, or an enemy rolls a 20 on their DEX saving throw the weapon will backfire. The user must make DC 15 INT saving throw to stop the backfire, or a DC 15 DEX saving throw to cast off and throw the weapon away (at any location within the max distance they could throw it.) On a failed INT or DEX saving throw the weapon will backfire with arcane energy dealing 10d6 damage of the current element to the user, and to every creature within 30ft unless the can make a DC 15 DEX saving throw or half on a successful save. On successful DEX save, any creature within a 30ft of the weapon must make a DC 15 DEX saving throw or take 10d6 damage of the current element or half on a successful saving throw.
Complete Drain: Alexander's Tri-Thrower M1-CFL may no longer function if its power source is completely drained. If all charges of the weapon are used up, at the next dawn before rolling for recharge the user must make a DC 20 INT saving throw. On success the weapon can regain charges as normal, if the roll was a fail then the weapon permanently loses all power and is no longer usable.
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.
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: Magic Item Name - Alexander's Tri-Thrower M1-CFL, Requires Attunement - True, Attuenment Description - by artificers, or those proficient in firearms, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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