Xeno Buster is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
While attached, the Xero Buster ignores the Two-Handed property and its energy cell regains 1d10 expended charges daily at dawn. As a bonus action, you can retract or extend the Xeno Buster from your forearm. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, When at 0 charges, you can spend a bonus action to sacrifice 5 hit points and regain 1 charge. , by a Warforged, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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