The crystalline orbs, known as Korosintl are telekinetically bonded to their wielder after a minimum year of study and practice. Once attuned the wielder may control the orb with their mind, enabling the orb to float within a 5 foot radius. Upon a mental command, the orb fires crystal shards, which are summoned from an alternate dimension.
The orb may be "dismissed" with a mental command, causing it to turn return to its alternate crystalline dimension. The wielder may summon the orb to return at any time.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, One must train with this item for one year in order to become attuned., Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow
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