You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon also deals an extra 1d6 damage on each attack, this damage type can be changed on the completion of a short rest while the weapon is in the possession of the character attuned to it.
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: Acid, Damage: Cold, Damage: Fire, Damage: Force, Damage: Lightning, Damage: Necrotic, Damage: Poison, Damage: Psychic, Damage: Radiant, Damage: Thunder, by a character proficient with firearms, Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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