Ancient artificer warfare gear of Narakhan, used by assault units to strike decisive short range blows against a pinned target.
Can fire one shot per barrel per action, or both barrels at once. Each shot must be reloaded (1 action) after firing.
+5 to attack and damage from within 1m of the target; 1d10 damage per shot.
Its empty capsules can be recharged by spending one action to bestow magic, using the feat Magic Tinkering (DC 18 check). With the "Tool Expertise" feat, successfully recharging a capsule grants a Bonus Action.
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, Combat, Artificer, Range, Two-Handed, Ammunition (Firearms), Reload, Push
(DC 18 INT check)*