Weapon (revolver), rare (requires attunement by a 1 hour of focus)

A revolver charged with arcane energy it has 6 charges each shot uses a charge, at dawn this weapon gains 1d6 charge for the day 

Each round is filled with set magic thus each shot has a different effect roll 1d6 to see which effect takes place and make a ranged spell attack with a +5 to hit.

1. Fire Bolt. a mote of fire hurls towards a creature or object within range. make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. a flammable object hit by this spell ignites if it isn't being worn or carried.

2. Eldritch blast. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

3. Ray of Frost. A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

4. Magic Missile. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

5. Witch Bolt. A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage

6. Fire Ball. A bright streak flashes from the revolver to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

If you roll a Nat 20 on the attack roll, all 6 shots are used and the spell Lighting bolt is cast. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.

 

 

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: 1 hour of focus, Range, Ammunition (Firearms), Reload, Sap

Avarak125

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