When using this item you take 1 point of piercing damage and a point of exhaustion (this uses an action to use). When fired, the creature that you fired must make a CON saving throw of a 18 or suffers 10d12 physic damage on a failed save or half as much on a successful one. When on failed save the creature also takes 3 points of exhaustion, and all spell slots removed. (other magic items included)
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: Psychic, (An odd looking device where it charges a concentrated energy beam, And a needle where the trigger is.), Damage, Control, Debuff, Combat, Range, Ammunition (Firearms), Reload, Vex
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