Weapon (pistol), artifact (requires attunement by a INT 14 )

The Hand Cannon has uses equal to your level + INT modifier. Must take ammunition and requires and action to reload. Once attuned you can add your proficiency bonus and dexterity modifier to the attack rolls. On a successful hit the target takes 2d8 piercing + INT modifier and are considered magical for the purpose of overcoming immunity.   

This break action big bore pistol was crafted by a few very skilled artificers. This artifact of cutting edge technology is the only one of its kind currently in existence. Attunement to this weapon allows the user to make ranged melee attacks with it. 

AMMUNITON: The ammunition is made using stamped copper joins to make the shell that holds a ball breaking. inlayed to the handle and resting behind the barrel is a dark grape sided orb of magical energy. This is the propellant. To craft the ammunition it takes an INT check of 11 and the material components. You can craft as many as your INT modifier per day.

The Hand Cannon is also compatible with Explosion Beads. Just the right size to fit in the ammunition. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. 

 

 

Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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: Piercing, INT 14 , Loading, Range, Ammunition (Firearms), Vex

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