Weapon (pistol), legendary (requires attunement by a a warforged or an artificer and the removal of an arm to equip)

"We have won an armistice on a single battlefield, not peace in our world. We may not now relax our guard nor cease our quest."
- Heishin the Deathless.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This 6 barrel firearm deals 1d10 plus your attack modifier and has 2 special attachments. Each attachment can be used once per short rest.

Once per short rest, you can use the net launcher function of this weapon.

A Large or smaller creature hit by a net is restrained until it is freed. A net has no Effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check against your Spell save, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Once per short rest, you can use the EMP Grenade function of this weapon.

The EMP Grenade function deals 1d12 lightning damage in a 10-foot radius around a target,  creatures in the affected area must make a DC 16 Dexterity saving throw,  to take half damage. Constructs who fail the saving throw are stunned until the end of their next turn.

The EMP function deals double damage to machinery (as if it were siege damage)

You must choose to use the EMP or Net function before the roll.

Armistice has a reload value of 6.
Armistice is critical on a roll of 19 or 20.

Armistice misfires on a Natural 1, in order to fire the weapon again, the user must forgo an Attack to un-jam the weapon.

 

 Armistice has a small Masters marking behind the shield mount dictating it was created by Enoch the Weaponsmith of Luggard Dror.

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: Bonus: Magic, a warforged or an artificer and the removal of an arm to equip, Damage, Combat, Loading, Range, Ammunition (Firearms), Vex

Item Tags: Damage Combat

Unit92

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