"Don't play your hand unless you're sure you have that ace in the hole."
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
This magic weapon deals an additional 1d8 of force damage to a target.
This magic weapon has 1 charge, and allows the wielder to cast fireball at 5th level. Upon reducing a creature to 0HP, this charge is reset.
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: Advantage: Initiative, Damage: Force, Damage, Detection, Combat, Range, Ammunition (Firearms), Reload, Sap
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