The Arcane Hand Cannon is a very new technology that has a small amount of Arcane Energy inside of it, not requiring Ammunition or Reloading when fired.
Instead, it deals 3d6+Spellcasting Modifier+Dexterity Modifier of Force Damage per shot and after fired, must have 3 rounds of time to cooldown or be cooled by other means before being used again.
Meelee deals 1d4+Strength/Dexterity Modifier of bludgeoning damage.
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.
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: Range, Ammunition (Firearms), Reload, Vex
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