This weapon's equal parts show and function: the hefty metal is overlaid with delicate golden gilding, with the Bennell heraldry inset into the dark wood of the grip. Soft lines and shapes are carved into the barrel and cylinder, revealing the silvery metal the gun is made from under the gleam of the gold. There's an unnatural power to the device that leaves the metal warm to the touch. At the base of the grip is a small wheel inset with four gems - one is blue, one is green, one is red, and one is yellow.
There's currently 4 bullets in the chamber. The weapon can also cast Protection from Energy 1/long rest, ignoring concentration.
The type of damage this weapon deals can be changed by spinning a small wheel at the base of the grip.
Blue: Cold
Green: Necrotic
Red: Fire
Yellow: Radiant
It does a base of 2d8 piercing damage, with an additional +8 damage of the selected damage type. Range 40/120
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: 4 , Range, Ammunition (Firearms), Reload, Sap