Weapon (pistol, automatic), unknown rarity (requires attunement)

Weylaris uses the prototype firearm later nicknamed "Anthia" made to try to deal with the devil that his family made a deal with. Having made little to no changes to it other than infusing it with a bit of his own magic to no longer bullets and gunpowder.

Ancestral Weapon Traits:
Infusion
Cost: 5 Spirit Points
Limited
When you select this upgrade, choose a damage type from: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Your weapon attacks from this weapon deal an additional d6 damage of that type. (Damage type chosen Force)

Shadowed
Cost: 1 Spirit Points
When in cover, you count the cover as being one degree higher than it is, for example ½ cover counts as ¾ cover.

Unflinching
Cost: 1 Spirit Point
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Marksman
Cost: 3 Spirit Points
Ranged Weapon Only
This weapon does not require physical ammo, upon readying this weapon a spectral arrow or bolt is notched that acts as magical ammo of its normal type.

Enhanced Weapon Level 2
Cost: 6 Spirit Points
Limited
You have a +2 bonus to attack and damage rolls made with this weapon.

Quick Shot
Cost: 4 Spirit Points
Ranged Weapons Only
The first time you hit with an attack on your turn, gain advantage on your next attack with this weapon until the end of your turn.

Quick
Cost: 1 Spirit Point
You have advantage on initiative rolls.

Precise
Cost: 2 Spirit Points
You can reroll damage results of 1 from this weapon, you must accept the second result.

Deathward
Cost: 1 Spirit Point
You have advantage on death saving throws.

Giant-Bane
Cost: 4 Spirit Points
Your weapon attacks deal an additional 1d6 damage to creatures of large size or larger.

Vicious
Cost: 2 Spirit Points.
If the d20 roll for an attack made with this weapon is a 20, your critical hit deals an extra 2d6 damage of the weapon's type.

 

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.

Notes: Damage: Force, Bonus: Dexterity Attacks, Advantage: Death Saving Throws, Range, Ammunition (Firearms), Reload

Helendyn

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