Agent Major’s Revolver, crafted by the CIA’s best magical gunsmith. This revolver does big damage and has lots of uses.
Ammo Swap- As a bonus action, you can change the type of damage this revolver does. You can choose from these types of magical damage: Piercing, Bludgeoning, Fire, Frost, Lightning, Radiant, Necrotic, Poison, and Force damage.
Power Shot- At the cost of 10hp, you can siphon your health to add 1d20 of the damage you chose to deal with ammo swap
Headshot- You can spend this weapon’s one charge to make a “headshot”. If your attack hits, you get to cast the spell “power word: kill” on the target you attack with this shot. This ability can only be recovered after you get it refilled at a magical gunsmith with adequate equipment.
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: Firearms proficient paladin, Range, Ammunition (Firearms), Reload, Sap
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