This Revolver ebbs out evocation energy with glowing holes of the cylinder.
The Revolver has 24 charges, which are used to fuel the spells within it. With the Revolver in hand, you can use your action to cast one of the following spells from the revolver, even if you are incapable of casting spells: Eldritch Blast (no charge, or 1 charge to cast at 5th level; Dex + proficiency with ranged spell attack), Magic Missile (4 charges at 2nd level spell slot), Wall of Force (10 charges), or Disintegrate (for 15 charges). No components are required.
The Revolver regains 1d6+2 expended charges each day at dawn. If you expend the Revolver's last charge, roll a d20. On a 20, the Revolver explodes dealing 5d12 [damage]Force[/damage] Dexterity DC of 20, half damage on a successful save.
Curse. The Arcane Revolver of Evocation is cursed and possessed by a greedy vain spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the The Arcane Revolver of Evocation, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the The Arcane Revolver of Evocation is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you prevented from trying to fulfil the desire to buy or sell goods. You are also driven to spend excessive money on cloths to appear at wealthy as possible.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the The Arcane Revolver of Evocation to return to its home world of Aneia along with its greed and vanity.
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: Damage: Force, Damage, Control, Combat, Range, Ammunition (Firearms), Reload, Sap
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