Weapon (laser pistol), legendary (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

using this pistol, you may use it to shoot your allies with healing energy, allies within 10 ft auto hit, however any allies past that you must make a ranged attack to heal them.

against enemies you can make a standard attack, the damage they take is converted into healing energy and can be used to heal yourself or an ally, the enemy taking radiant damage, this does effect does not work on constructs or undead.

the pistol also has 4 charges, expending two you may cast "mass cure wounds" and shoot the gun into the sky, healing energy recovering your allies, after the charges are expended you must take a long rest to recharge the pistol charges

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: Bonus: Magic, Damage, Combat, Range, Ammunition (Firearms), Reload, Vex

Item Tags: Damage Combat

Nakurasden6460

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