Weapon (pistol), artifact (requires attunement by a Once attuned the firearm becomes frozen to the wearers hand and cannot be taken away until unattuned. )

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Can fire normal ammunition that deals 2d6 piercing damage. To Hit: 10

Frostbite Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw of 15 or higher.  in a failed save everything takes 3d8 frost damage.  And takes 1d4 lingering frost damage if within that 5ft circle. 

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat with a mending stone. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

 

 

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: Bonus: Magic, Once attuned the firearm becomes frozen to the wearers hand and cannot be taken away until unattuned. , Damage, Combat, Loading, Range, Ammunition (Firearms), Vex

Item Tags: Damage Combat

StarfishMan

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