You have a +1 bonus to attack and damage rolls made with this magic weapon. The regular dice roll for damage is 3D8
First shot is a regular shot but you have an option to chain shots. If taken you can shoot until you have either a mishap or don't want to fire further as well you can't crit on overcharge
|
Level |
# d8s |
% fail |
Dmg on fail |
|
1 |
3 |
10 |
15 |
|
2 |
4 |
20 |
20 |
|
3 |
4 |
30 |
25 |
|
4 |
5 |
40 |
30 |
|
5 |
6 |
50 |
35 |
|
6 |
7 |
60 |
45 |
|
7 |
8 |
70 |
50 |
|
8 |
10 |
80 |
60 |
|
9 |
15 |
90 |
90 |
|
10 |
20 |
99 |
140 |
After you take an overcharge you can continue down the list risking the chance of being injured. Any overcharge is an arc of necrotic energy that it will injure you and anyone within 5 feet of you
After an overcharge you most take one turn that your weapon cannot fire to cool down, it's automatic recharge however.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Damage: Lightning, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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