This magic weapon has a +3 to attack and damage rolls you make with it.
Luck In The Chamber: Upon rolling a critical success with this weapon, the amount of damage rolled is multiplied by 4. If the target is carrying an explosive item that is visible from your line of sight, you may also cause it to detonate after the attack has been resolved.
Critical failures result in the weapon expending all shots it has remaining.
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, Rogue, Range, Ammunition (Firearms), Reload, Sap
love this i was able to kill a orcus with it