Also known as Spell Snipers, these wood and metal staffs are magically enchanted to focus and amplify blasts of arcane energy.
In the hands of a non-spellcaster the cantrip blaster is mechanically considered a ranged weapon (badnews) with a damage type of force (see Matt Mercer’s Gunslinger for more detail). Proficiency in either firearms or heavy crossbow is sufficient for wielding this weapon. On a misfire you suffer 1d12 force damage and the weapon cannot be used again until the end of your next turn. The reload period is considered an arcane recharge period since the wand does not require ammunition.
In addition, you gain a +1 bonus to your attack and damage rolls with this magic weapon.
*If you are a spellcaster you can attune to the staff. Once attuned you can use it as an arcane focus and unlock these additional features:
You gain a bonus to your ranged spell attack and damage rolls equal to ½ your proficiency modifier rounded down.
Sniper. The range of any cantrip focused through the staff is doubled.
Overcharge. Before you cast a cantrip with a ranged spell attack, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If you do so and the attack hits, it deals additional damage equal to your proficiency bonus x2. You can deal this extra damage only once per turn. If the dice roll of an overcharge attack is equal to or lower than 3, the staff backfires the beam in your direction. Roll damage as if you had successfully hit your target.
Arcane Ammunition. You can bind a wand to the staff. The range of any spell cast by a wand bound with the staff is doubled and can benefit from the staff’s magical bonus to attack and/or damage.
Note. If you are an Artificer (Artillerist) you can carve sigils into the staff to make it your Arcane Firearm.
Notes: If you are a spellcaster you can attune to the staff. Once attuned you can use it as an arcane focus and unlock additional features.
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