"A functioning replica of the anti-bioweapon handgun. Even though it's a replica, it still packs a punch."
Range: 40/120
Capacity: 7
Misfire: 1
This weapon does 1d10 piercing damage and an extra 2d6 force damage. When a creature is hit they must make a DC 15 CON save or be stunned until their next turn. On a critical hit the creature is automatically stunned.
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: Stunned, Combat, Range, Ammunition (Firearms), Reload, Sap
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