Weapon (laser pistol), legendary (requires attunement)

It carries the mark of the Northern Star.

You have a +2 bonus to attack and damage rolls made with this magic weapon. The Spur does not need ammunition to fire.

Whenever you would make an Attack with the Spur, you can sacrifice that Attack to charge the weapon, causing it to gain 1 charge. The Spur can store up to 3 charges. You cannot charge the Spur if you do not have proficiency with Laser Pistols. If you use an Action to do anything other than charge the Spur while charges are stored, the charges are lost. The charges are also lost if your attunement to the Spur ends

When you Attack with the Spur while it has charges stored and do not choose to charge the weapon, you fire a beam that is 300 feet long and 5 feet wide, instead of attacking normally. Any creature or object that isn’t being worn or carried within the beam’s path takes Radiant Damage, with the amount depending on the number of charges stored. Firing this beam uses all of the Spur’s charges.

1 charge: 4d6+4 Radiant Damage

2 charges: 6d6+6 Radiant Damage

3 charges: 10d6+10 Radiant Damage 

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: Radiant, Damage: Radiant, Damage: Radiant, Damage, Combat, Range, Ammunition (Firearms), Reload, Vex

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Item Tags: Damage Combat

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