You have a +1 bonus to attack and damage rolls made with this magic weapon, and any attacks made with it ignore damage thresholds. It can also be used in place of pit traversal tools when making checks to traverse the pit, and can be used while doing something else, such as navigating or keeping lookout. The battery must be replaced after 10 hours of use, and 20 attacks count as an hour of 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.
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
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