Weapon (pistol, automatic), artifact (requires attunement by a A creature that feeds its blood to the item)

This mimic firearm is a second generation juvenile specimen that takes the form of an automatic pistol (an azure mauser).

This is a +1 weapon that adds its bonus to spell attacks and spell save DCs. 

Dark Waters. While attuned to Azure Bloom, it emanates an aura that destroys all holy water within 10 feet of you. You also see and hear an apparition of a little girl wearing a blue gothic lolita dress covered in blood, and talks to you as Azure. No one else can see or hear this apparition.

Juvenile. Azure Bloom is a juvenile specimen of Mimic Firearm, and a second generation model with unknown and untested properties. It may grow with its user or master.

Sentience. Azure Bloom is a sentient chaotic neutral weapon with an Intelligence of 14, a Wisdom of 16, and a Charisma of 12. It has hearing and darkvision out to a range of 60 feet. It is also proficient, with expertise in Insight (+7). Once attuned, it uses the user's proficiency bonus.

The weapon can speak, read, and understand Common, Draconic, and can communicate with its wielder and other creatures telepathically up to 120 ft. Its voice is bubbly and sweet, but does like to talk about murder and blood. Once attuned, Heavens to Betsy can also read and understand any languages in which you are proficient.

Personality. Azure Bloom has a haughty and refined personality that brings a noblesse to its answers and demands, and Azure Bloom tends to lay down demands and ultimatums. Though at times it falls into tantrums where it whines about its wants and needs, showing its true juvenile state. Whenever Azure does not kill for a week or longer it will go silent and send negative vibes to the user and it will remove all benefits of being attuned. Sometimes, Azure will just occasionally feed on their host without warning. 

Mimic. A Mimic Firearm is a mimic (anywhere from juvenile to adult, but no larger) that was given the fully functional form of a firearm. Mimic Firearms function as such firearms, but maintain the properties and status as a living mimic and can become a familiar. Unlike familiars summoned by the find familiar spell, Mimic Firearms are living creatures that require sustenance, and can either be fed or take on a symbiotic nature with their host and master. 

Mimic Firearms must accept you as their master, through an Animal Handling check DC 15 during a short rest. During this attunement, if you are capable to casting the spell find familiar, you may also make the Mimic Firearm your familiar, by casting the spell as a ritual. Once attuned, a large bracelet like device manifests on the hosts left or right wrist and has a spectral tendril trailing up to and attaching to the Mimic Rifle. This bracelet like device is what marks attunement as successful, and allows the Mimic Rifle to attach to their host and master in a symbiotic relationship. Once attuned, the host can also use the Mimic Rifle as a spellcasting focus.

Adhesive. The mimic firearm can adhere to anything that touches it. A medium or smaller creature adhered to the mimic is also grappled by it (escape DC 8 + your spell attack modifier). Ability checks made to escape this grapple have disadvantage.

Arcane Strikes of the Master. If you turn the Mimic Firearm into you familiar, the Mimic Rifle's pseudopod and bite attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Bullets made from the hosts blood are also considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bite. While mimic firearms are locked into their firearm form, they are still able to make bite attacks. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + your spellcasting modifier piercing damage.

Blood Bullet.  Mimic Rifles can also drain the host to create bullets. The Mimic Rifle deals 1 necrotic damage per bullet made. This damage is not affected by resistance or immunities.

False Appearance. While the mimic firearm remains motionless, it is indistinguishable from an ordinary object - a revolver.

Familiar. Mimic Firearms can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the Mimic Rifle senses as long as they are within 1 mile of each other. If its master dies or tries to kill the Mimic Firearm, the Mimic Firearm will end its service as a familiar, breaking the telepathic bond. A spellcaster can cast a deliver a spell as if the Mimic Firearm were the caster as long as the Mimic Firearm is its familiar.

Feed. Mimic Firearms can drain the life blood of its host to survive, dealing 1d12 necrotic damage every short or long rest. This damage is not affected by resistance or immunities. A host can opt instead to feed the Mimic Rifle food (at least equal to a travel ration) and forgo the damage.  

Swallow Ammunition. Mimic Firearms are capable of swallowing ammunition for other firearms, including cannons. If the ammunition is of the same caliber that Mimic firearm would produce with Blood Bullet, the damage the Mimic Firearm is same as the normal firearm. If it is larger, such as a cannon ball, it will deal that firearm's damage per use of that ammunition (i.e. Cannon Balls deal 8d10 damage).

Symbiotic Nature. The Mimic Rifle can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the Mimic Rifles ends, and it detaches from you.

 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.

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.

Notes: Bonus: Magic, Bonus: Spell Attacks, Bonus: Spell Save DC, A creature that feeds its blood to the item, Range, Ammunition (Firearms), Reload

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