This is a set of 2 Guans one gleaming white and one gleaming black. Each gun can hold 8 Bullets at a time. To reload one bullet it will take 1 bonus action. And to reload both clips at once you must give up your entire turn reaction and impose advantage on any enemy attacks while you are preoccupied. Or you can reload one gun at a time for just a full action. Also you can use one bonus action to attack without your proficiency bonus. Aurora deals 1d8 extra poison damage and has a plus 2 to hit while Twilight deals a extra 1d8 necrotic damage and has a plus 2 to hit. On a critical hit Aurora does double damage but also the poison seems to seep into the enemy corrupting them un enounced to anyone else for 1 round you now have control of that enemy's actions(you can order the enemy to attack itself or others walk a certain location anything). On a critical hit Twilight does double damage and infests the mind of the enemy. For 3 turns the shooter of this gun will now turn invisible just to this enemy.
each gun have 3 charges per long rest
Aurora - can cast "extended vision" (" This is a spell which takes 1 bonus action and creates a small sphere in the sky the sphere is invisible but the sunlight reflects off it meaning that if someone is searching for it they could find it DC 17 perception the sphere has 1hp. it lasts for 1 minute and moves with the caster for that minute. This gives the caster to be able to see through the sphere. The range of vision is about 800 meters")
Twilight- can cast "move with the shadows" (This is a homebrew spell i made where the caster as a bonus action turns into a shadow for a brief period of time. They can travel up to 60 feet and pass through small cracks in walls while in this form but cannot pass straight through solid objects their must be a small opening.)
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: Range, Ammunition (Firearms), Reload, Sap
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