Weapon (pistol), artifact (requires attunement by a Artificer)

Aremin Sunbeam designed this pistol to be usable in almost any circumstance, and took care to keep it secret from all but those he considered trustworthy.

this gun can function as a +3 arcane focus.

this gun functions as a +3 weapon. 

on a hit, this weapon deals 2d10 instead of the typical 1d10. 

this weapon has 20 charges, and regains 1d12+4 charges each dawn. if you expend the final charge, roll 1d20. on a 20, all charges are immediately replenished. on a 1, charges will not replenish until 3 days pass, at which point all charges will replenish. 

charges can be spent in one of two ways; Alter Attack Type, or Alter Damage Type.

Alter Attack Type: a charge can be spent to exchange one attack during an attack action to one of three options

--a 40ftx5ft line that deals 2d10+dex piercing damage on a fail, or half as much on a successful constitution saving throw equal to DC18. "you fire a bullet that magically pierces through everything in its path."

 --a 30ft cone dealing 2d10+dex piercing damage on a fail, or half as much on a successful dexterity saving throw equal to DC18. "you fire a bullet that splits into dozens of smaller pieces, spreading out over the area in front of you."

-- a 20ft radius sphere centered on a point within 60ft, dealing 2d10+dex piercing damage on a fail, or half as much on a successful strength saving throw equal to DC18. "you fire a bullet that magically explodes, shredding anything that doesn't have the strength to resist the blast."

Alter Damage Type: a charge can be spent to alter the damage type of one attack during an attack action from piercing to acid, cold, fire, or lightning, or two charges can be spent to alter the damage from piercing to force,  poison, or thunder damage.

 

damage type alteration and attack type alteration can be applied to the same attack or different attacks, but no more than one attack can be altered in each way during each of your turns. 

when you roll a natural 1 on an attack roll, roll an attack with advantage against your AC, and on a hit, roll damage as normal, with yourself as the target. 

when you expend one or more charges, take 1d6 necrotic damage for each charge you have expended this round. this damage cannot be reduced and ignores immunity and resistance. 

2 minor detrimental properties

1 minor beneficial property.

Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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: Artificer, Loading, Range, Ammunition (Firearms), Vex

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