The Arcance Shardgun has two 'Barrel' like tubes of transparent iridescent tubes, sitting mounted on a polished silver gun style grip with gold filigree. Ornate carvings are a pronounced over the grip and the ornamental hammers.
The tubes emit a dull pulsing light - which becomes more pronounced when the weapon is held.
Upon firing a 'barrel' smashes and the shards are flung in a 15ft cone, causing 4d4 piercing damage damage to anyone caught in its area of attack. Roll a Con save DC14, on a success targets take half damage, on a fail targets take full damage and the targets are blinded for 1 round
This shotgun doesn't need ammunition, the 'Barrels' reappear in a flash after every short rest - by focusing on the Shardgun and sacrificing energy in the form 1d8 of hp per barrel
On a long rest the Shardgun has the ability to recharge.
Alternatively you can charge the Arcane Shardgun with a 2 level 1 spell slot or 1 level 2 spell slot at anytime.
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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Damage: Piercing, Blinded, You hold the weapon by its grip and focus on it - the barrels will then go from inert to a bright flash then, recede to a dull pulse of light, Range, Two-Handed, Ammunition (Firearms), Reload, Push
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7/22/2021 7:53:49 PM
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