Weapon (laser pistol), rare (requires attunement by a Needs Attunement By A Lvl. 6 Wizard or Sorcerer. )

This runic arm cannon has the ability to release blasts of orb-shaped energy that can damage your opponent. However the more you wear it the more paranoid you become so after each use of a charge roll a starting DC 12 Intelligence Saving Throw. If you pass it the DC increases by 2, if you pass that again it increases by 2 again, and so on till you expend the last charge or fail a saving throw. There are a total of 8 charges per long rest. It has a range of 30 feet. 

Rune Abilities: 

Rune of Fire One ball of fire is released and does 2d4 fire damage
Rune of Spikes A compact ball of spikes is released and does 2d4 piercing damage
Rune of Ice One ball of ice is released and does 2d4 cold damage
Rune of Death A ball of necrotic energy is released and does 2d4 necrotic damage
Rune of Lightning  A ball of lightning energy is released and does 2d4 lightning damage
Rune of Mind A ball of psychic energy is released 2d4 damage is dealt

                                                                 

 

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.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Damage: Fire, Damage: Piercing, Damage: Cold, Damage: Necrotic, Damage: Lightning, Damage: Psychic, Needs Attunement By A Lvl. 6 Wizard or Sorcerer. , Range, Ammunition (Firearms), Reload, Vex

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